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Previous Issues
Previous issues of THRESHOLD - the Mystara Also available at the same location are higher
Magazine, are available for download from the resolution versions of the maps that were
Vaults of Pandius website. included in the issue’s PDF, allowing greater
detail to be viewed.
#1 #2 #3 #4
Karameikos Vaults of Pandius The Sea of Dread Return to Dread
#5 #6 #7 #8
Exploring The Northlands Exploring Warlords
Davania Norwold of Norwold
#9 #10
Hollow World Elven Realms
Issue #11
Editorial....................................................................................3
This Issue s Contributors.........................................................4
Call for Contributors................................................................6
Once Upon a Time in Ar—Part Six...........................................7
From Alphatia to Calidar........................................................11
Atlas of Mystara - Thyatis........................................................17
Thorfinn Tait Interview..........................................................22
The Elemental Evil in Mystara...............................................33
The Thyatian Language...........................................................53
The Judicates of Carytion.......................................................63
The Forester Class..................................................................81
The Foresters of Thyatis.........................................................86
Imperial Explorers!...............................................................106
Lost Civilizations of Thyatis and Alphatia............................112
Alphatian Alphabet...............................................................136
A Gazetteer of Limn..............................................................141
Warbirds Add-Ons.................................................................159
20 Years of History in the Sea of Dawn................................163
An Atlas of the Isle of Dawn.................................................174
Koskatep level 9: Krystallac, crystal heart...........................205
Time’s Travels.......................................................................225
Artwork Sources and Credits................................................227
Next Issue.............................................................................236
Editorial Credits
Threshold Editorial Team: Editor-in-Chief, Issue 11:
Francesco Defferrari (Sturm)
Allan Palmer (AllanP)
Francesco Defferrari (Sturm) Layout:
Giampaolo Agosta (Agathokles) Allan Palmer (AllanP)
John Calvin (Chimpman)
Simone Neri (Zendrolion) Art:
Thorfinn Tait (Thorf) John Calvin
Håvard I. Calvin
Joseph Setorius (Julius Cleaver) Nathan Park
Robert Nuttman (RobJN)
Leland (Argentmantle)
LoZompatore Cartography:
Seer of Y'hog Thorfinn Tait
Bruce Heard
Editors Emeriti Epik Team
Francesco Defferrari (Sturm)
Ashtagon Giulio Caroletti
Andrew Theisen (Cthulhudrew) Robin D
Jesper Andersen (Spellweaver)
Troy Terrell (CmdrCorsiken)
Angel Tarragon (The Angelic Dragon) Additional Reviewers & Proofreaders:
Micky Shawn Stanley (stanles)
Harri Maki (hihama)
Robin D.
THRESHOLD logo designed by Thorf
Thanks To: The Mystara Community, for your support, hard work, and dedication to Mystara.
This issue starts with a real treat for Mystaran Tait, featuring Thyatis, and an interview with
fans, an exclusive short story by Bruce Heard the very same world famous (in Mystara
set in Alphatia, sixth installment of his "Once surely) cartographer. We will then move to a
Upon a Time in Ar" that he is publishing on conversion of one of the newest D&D
his blog. Even if Mystara has not been adventurers, the Elemental Evil storyline, to
officially published in the last 20 years, the set it in Mystara, at the fringe of the Alphatian
fact that the man many of us consider the Empire, in the untamed lands of Esterhold.
major game designer of the setting is still Then to Thyatis, with a treatise on the
active in the community, and this fanzine has Thyatian language and a Gazetteer of
now reached its 11th issue, is proof enough Carytion, and two articles about the
that our favorite gaming world is as vibrant Foresters: a revision of the class and details
and alive as it could be. about the Order. Two more articles about
the most famous explorers of the two
The recent inauguration of the Dungeon empires and the lost civilization hidden in
Masters Guild by Wizards of the Coast, their mainlands, bring us from Thyatis to
official publisher of Dungeon & Dragons, Alphatia. We will learn something about the
allowing individuals to publish D&D Alphatian Alphabet and we will visit the
material, could be good news for our hobby. Kingdom of Limn. Then to examine the
At the moment the possibility exists only for might of the Heldannic Warbirds with new
the Forgotten Realms and Ravenloft settings, blueprints. We end our voyage through the
but it could be opened for other settings too. Empires with an atlas and a recent timeline
of the Isle of Dawn. Finally, to the last
Obviously we are already publishing new installment of the Koskatep megadungeon
Mystara material here, on The Piazza forum and the charms of the fairy folks. A Grand
and the Vaults of Pandius official website, yet Tour of Mystara indeed. In the next issue, in
an official sanction by the D&D publisher which Threshold magazine will reach the
could be able to bring a better knowledge of milestone of three years of publishing the
the wonderful Mystaran material to the fanzine, we will delve into the mysteries of
younger generations of gamers. Ages Past!
make a little sense of it. Something like the Andrew Tyrus Wieland, known on the
real world, but with dragons. Piazza as Jacques Riesling, visited the Caves
of Chaos and Castle Amber when he was in
Giulio Caroletti started playing in Mystara elementary school or junior high, he doesn't
with the old red box in 1992, and hasn't remember the exact year. He continued to
stopped since. He went "internet" on the explore Mystara and other worlds like
MML as Captain Iulius Sergius Scaevola in Greyhawk and Ravenloft. He moved on to
1999, and has since written mostly about near-future paranormal worlds and science
Thyatis and Dwarves. When not busy fiction worlds. He sees Alphatia as an oddly
pretending to be a Thyatian officer, he lives a modern island set down in the middle of a
boring life as an atmosphere physicist from pre-industrial world. He has lived in
Rome, Italy. His main interests are light-eyed Portland, Oregon for 14 years.
girls, soccer (he's an AS Roma fan) and rock
music (especially 70s progressive rock). Alexandre de Luna is a brazilian doctor
and has been playing D&D since the early
Craig Antoun (a.k.a. Irondrake) was first 90ies, mainly Dragonlance and Forgotten
introduced to D&D by a friend in 1981, which Realms, having been introduced to Mystara
began for him a long and rewarding journey only in 2007. It was love at first sight. His
as a Game Master that continues to this day. favourite settings are Alphatia, Norwold and
Having experienced most editions of the Thyatis and he has mastered Mystara
D&D game, Craig has always been drawn campaigns since 2010.
back to the BECMI/RC edition, which he finds
elegant in its simplicity, yet rich in Hausman Santos is an art educator and
possibilities. In early 2014 he returned to drawing professor. An enthusiast in Mystara
managing his first Mystara campaign, which since 1995 when he met in Brazil the AD&D
previously ran from 1984 to 1993. boxed set of Karameikos.
He has narrated campaigns for game groups
Korro Zal lives on the west coast of Japan, in Thyatis, Alphatia, Rockhome and Glantri
where in addition to teaching and writing and keeps some of these groups since 2002.
textbooks he designs reams of material for He manages a page for Mystara Brazilian fans
Mystara campaigns (which, once in a rare on the internet. Currently he has gathered
while, he actually gets to use in a campaign!) much of the material that he developed into
and answers his six-year old's incessant game sessions with his group from projects
questions about who is stronger, Darth Vader like the Mystaran Almanac and discussed
or Kylo Ren. Having decided that since he with the members of the Old Almanac Team
can't actually make use of all the content he's about the old and unfinished plotlines
created for Mystara over the last 25 years or (around AC 1016-1017) in order to resume
so, why not publish it in Threshold in case them.
someone else can?"
The Threshold editorial team invites all fans Proposal Deadline: September 30th 2016.
of the Mystara setting to submit Manuscript Deadline: October 31th, 2016
contributions to the next issues of the Issue Published: By January 15th, 2017
magazine.
We are looking especially for contributions Articles about other topics are still
fitting the following themes: welcome and the editorial team will
evaluate their publication in an issue,
Issue 12 - Ages Past taking into account space available
The editorial team will accept proposals and that issue's theme.
on Mystara's past ages: Y'hog, Blackmoor,
Threshold accepts (and invites) the
Mystara 2300 BC, Taymora, Nithia, or any
submission of extended or revised
culture or location existing before present
versions of works having appeared on The
day Mystara.
Piazza or the Vaults of Pandius.
Proposal Deadline: Expired on March
31st, but proposal could still be submitted Contributions may include, but are not
if the author is confident that the article limited to, articles (short stories, short
will be completed by the below deadline adventure modules, NPCs, historical
Manuscript Deadline: April 30th, 2016 treatises and timelines, geographical
Issue Published: By July 15th, 2016 entries, new monsters and monster
ecologies, etc.) and illustrations (portraits,
Call for proposals for main themes of maps, heraldry, illustrations, etc.)
forthcoming issues (2016):
The Threshold editorial team strives for
Issue 13 - A Crucible of Creatures edition neutrality, but edition specific
Monsters, humanoids and other inhuman articles (e.g., conversions) are also
denizens of Mystara! The editorial team accepted. Statistics for new monsters and
will accept proposals on any kind of NPCs may be included in articles (e.g.,
creature which could live in our favorite adventure modules, new monsters or
setting. NPCs) in any version of Dungeons &
Proposal Deadline: June 30th 2016. Dragons. The editorial team also offers
Manuscript Deadline: July 31st, 2016 help in providing conversions to some
Issue Published: By October 15th, 2016 specific rules set (including BECMI/RC,
2nd Edition, 3rd edition/Pathfinder).
Issue 14 - The Great Waste and beyond However, they should be limited to the
To the unexplored lands of central and minimum -- for most NPCs, it is sufficient
western Brun! The editorial team will to mention class, level, and alignment. For
accept proposals on Sind, Hule, Yavdlom, important NPCs, a one or two line stat
the Midlands, Borea and Hyborea, the Yalu block could be included.
river, the Endworld line, the Arm of the
Immortals and the Savage Coast.
His mind abuzz with Syphonean’s revelation, “Fine,” he said. “Gart and Frunkles, you two
Dardaniel approached a door that looked ride to Archon and have the message
like the torture chamber’s exit. It wasn’t delivered to the Haakens.” He tossed a small
locked. A sliding panel in it revealed a object to them, which one of the two caught
barred opening just large enough for Keeko in mid-air. After examining it for an instant,
to have slipped through. A glance informed he slipped it into his pouch. Dardaniel
Dardaniel that no one stood in the corridor suspected it might be his own family ring,
beyond. The wizard could, however, hear now missing from his hand. “Include it with
someone speaking in another chamber. your letter,” continued the somber fellow.
Cautious, he pulled the heavy door open as “We might get more gold out of his family
quietly as he could. With the old palace yet, but do not linger there. If they don’t
courtier close behind him and his diminutive respond right away, get out and do not
friend perched on his shoulder, he stepped return here until you are certain no one
through. A door on the far right opened on follows.” The two nodded and walked away.
a larger cell—unoccupied. Satisfied that no
one else was behind them, Dardaniel A large and fat character raised a hand. “And
approached a corner at the corridor’s what of the old one?” he asked. Dardaniel
opposite end, and peered around it. recognized his jail keeper’s gravelly voice.
A short distance beyond lay a large circular “He’s well-born that one, and with an accent
chamber with a fire pit in the middle and from down south. His kind don’t normally
pairs of roughly hewn columns standing near come hiding in our woods without good
its outer perimeter. Dancing shadows reason. Someone’s looking for him. I’ll
claimed the far edges. Standing close to the know what to do with him by the morrow.”
fire, several sinister-looking characters
listened to another dressed in dark leather Dardaniel winced at the revelation. They had
coveralls, facing them. A female, possibly to get out. He looked back at Syphonean,
one versed in the fine arts of the arcane, brought his index finger to his lips, and
stood at his side, quietly watching. motioned him to follow. Slipping into the
shadows, he began skirting the edge of the The man in black leather pointed a finger at
chamber toward a nearby corridor. Keeko another. “Korfen, go find out what’s going
took off and vanished through a passage on on. I told those oafs over there to keep it
the chamber’s opposite side. An instant quiet.” The man, a wiry, rat-like fellow,
later, everyone’s eyes turned toward a darted toward the direction of the odd noise.
muffled screech coming from the direction
the familiar had taken. The wizard Worried that his small companion’s diversion
understood at once what Keeko was up to, could put it in trouble, Dardaniel ducked
and quickly moved to the next closest into the other corridor with Syphonean. At
corridor. the sound of objects hitting a surface at the
opposite end of the corridor, the two
squeezed into a recess in the wall. Unsure
what to make of what lay there, Dardaniel “I didn’t expect this,” he said. “Keep watch
listened instead to what was happening in at the door while I look around.”
the previous room, until his old friend
tapped him on the shoulder, pointing at a His search of the desk revealed a few
door behind them. interesting things, among them a stack of
scrolls listing a number of payments,
including some of the names he’d heard
earlier. Judging from the nature of
compensations, two names stood out, Taran
and Aleea, leading Dardaniel to assume they
belonged to the leader and his consort. Also
listed were collected ransoms and disbursed
bribes, along with the names of certain
houses of Ar and Ambur with which he was
vaguely acquainted. He was shocked when
his index finger reached the name of his
father’s consort, showing a sizeable sum paid
by her for “services rendered.” He pondered
that with growing concern. What did
Ethrenielle have to do with these unsavory
people, and how did it concern the House of
Ar? Or himself, perhaps. The answer was
not included.
“I wager your companion is clever enough to Dardaniel turned to the chests sitting nearby.
hide in nooks and crannies,” Syphonean One was filled with a large amount of copper
whispered. “Maybe we should have a look at coins and a few pouches of silver. In
what lies behind this here portal, eh? another, he discovered his personal effects
Perhaps there’s a way out.” and a number of other objects. He picked
up one of the books and glanced at
Reluctantly, Dardaniel nodded. Carefully, Syphonean who responded with a surprised
they pushed the door open enough to peer expression and a big smile. While
in: another hallway lay ahead. The two Dardaniel’s search continued, the courtier
slipped inside and closed the door behind winced and hunched toward the hallway,
them. At the other end stood another door. listening more carefully.
A cautious check revealed what looked like
an office, with a desk and chair, a glowing “Someone’s coming,” he warned, closing the
crystal, and miscellaneous chests. A large door.
monstrous face was carved on another wall,
having a strange green mist billowing in its Dardaniel looked back at room before gazing
wide-open mouth—perhaps a portal, back at Syphonean. “We’re going to have to
thought Dardaniel. leave through that portal there.”
The courtier grimaced. “I don’t much like “I have in mind a special kind of magic for
the looks of it.” you.”
“There’s nowhere else to hide. We’ll have to Dardaniel wondered if this could be the one
chance it. Come!” called Aleea. His thoughts were quickly
interrupted when boots, breeches, robes,
Dardaniel pocketed a few more things, shut and other garments dropped on the stone
the chest, and dashed toward the portal. floor. Amid giggles and kissing sounds, the
Holding his breath and cringing, he jumped two latecomers hastily climbed onto the bed.
through the thick, green mist, with Dardaniel glanced at Syphonean and rolled
Syphonean hot on his heels. his eyes. The old man responded with an
amused, if fatalistic, smile. Patient, he
Oddly, fearing a fate worse than death or at propped up his chin on his wrists and waited
least unfathomably excruciating pains proved while the wooden structure above creaked
wholly unfounded. Perhaps this portal was and groaned.
an unfinished enchantment or a ruse of some
kind. The two stood in a bedchamber lit Increasingly annoyed at their forcible and
with two levitating orbs. The glow revealed indiscreet detainment, Dardaniel dug into his
a large bed, a closet, and of particular pocket and pulled out a small spellbook. He
concern to the intruders: no other exit. They nudged it against his companion of fortune,
glanced at each other with dismay when the who responded with a gleeful nod. He then
sound of voices approached the other side of retrieved his own travel grimoire and
the mist. concentrated on studying useful spells as
best he could while the upstairs performance
Without another moment of hesitation, the grew even more raucous.
two dove toward the bed and crawled
underneath—not a moment too soon. They To be continued.
froze and held their breaths as best they
could as they watched two pairs of boots
appearing through the portal.
10
11
After TSR, Bruce did not join Wizards of the In 2012 and 2013 Bruce Heard wonderfully
Coast, and stopped working on game detailed in his blog almost all the Alphatian
designing for a while, but he remained an Kingdoms, from Arogansa in the south to
active participant in the Mystaran community Frisland in the far north, including coats of
for some years, as can be seen from the arms, maps and adventure ideas, making
impressive list of his articles stored at The them much more detailed and interesting
Vaults of Pandius, the official Mystara fan site. places for adventurers.
As Bruce wrote in his blog, his writing years Given the success of his blog in the Mystaran
went on hiatus while he explored other community, Bruce queried Wizards of the
avenues, but in 2012, Bruce began his blog, Coast about the possibility of continuing the
returning to the Mystara community with a Princess Ark series. As the reply was negative
bang! He started writing articles which (see Bruce’s announcement) he decided to
updated some of his old Mystaran material, develop his own, new fantasy setting.
such as the Nagpas and the Goatmen, and
then proceeded to developing the Kingdoms And so Calidar came to be!2
of Alphatia as they were never developed
before. A first, very successful Kickstarter campaign
was completed on January 10th, 2014,
Even if Alphatia was one of the subjects of raising about 300% of its initial goal and
the Dawn of the Emperors boxed set, allowing the production of Calidar: In
together with Thyatis, the sheer size of the Stranger Skies, a 130 page book detailing the
country allowed for little detail on the campaign setting, including beautiful
individual kingdoms which form the Empire. illustration by Ben Wootten, John Dollar and
Savage Mojo, a contribution by Ed
Greenwood for the city of Glorathon, and the
wonderful maps and deck plans of Thorfinn
Tait.3 The first Kickstarter campaign also
allowed the production of a promotional
booklet of 63 pages, Under the Great Vault,
containing stories only available to
Kickstarter backers.
12
13
In the setting, this is obviously the perfect inhabited by halflings. Even if at the
excuse to bring to Calidar player characters beginning the players could fail to realize
created for other settings, and also a way to they are in another world, the moons in the
explain why some Calidaran cultures, as also skies should soon give them a clue. The
happened in Mystara, closely resemble some civilized fellfolks and gnomes of Belledor
cultures of our real world. should also have many subtle differences
from the classical halflings of Mystara.
In the world of Calidar in fact both the
nations which now lie around the Great The same idea could also be valid for the
Caldera, a geographical feature created by an Kingdom of Nordheim in Calidar, which
ancient asteroid, and the colonial powers of could contain portals to the Northern
the Calidar moons from which they Reaches of Mystara. Or the Magocracy of
originated, have some clear resemblances Caldwen, which could contain in its territory
with real world cultures, and with the portals to Glantri or even Alphatia. Or the
Mystaran ones. And that gives us the first idea Kingdom of Bellayne in the Savage Coast,
on how to use Mystara and Calidar together. inhabited by cat-like Rakasta, which could
have an hidden portal leading to Felix Minor,
the planetoid in the Fringe of the Soltan
OPTION ONE: PORTALS Ephemeris inhabited by the cat-like Feliseans.
Magical portals have always been a feature of Some cultures of the Calidar universe, such
fantasy worlds. Such portals could randomly as the Munaan Empire in the namesake
open into any Mystaran nation and lead to moon and their colony of Ellyrion in the
the parallel Calidaran nation. If such a Portal Great Caldera, could correspond to more
should open in the Five Shires in Mystara, for than one Mystaran culture, like Thyatis and
example, it could lead the players to the Milenia, or even Narvaez in the Savage Coast.
Republic of Belledor in Calidar, similarly
14
Such an interaction between Calidar and It’s up to each DM to decide how Mystaran
Mystara would certainly create some Immortals, or even the Old Ones, may react
interesting adventures. to a skyship returning from the Vortex. If left
alone, such a vessel could report back to the
Mystaran empire from whence it came, and
Alphatia (or Thyatis) could decide to fund
further explorations of the Calidar universe,
5 F o r m o re a b o ut this to pic , s e e “ S ynn a nd
15
at least if they are able to locate a spot where a collision of worlds could keep the DM and
the Vortex occasionally appears. players busy for quite some time.
OPTION THREE:
SPELLJAMMING
16
The Atlas of Mystara aims to present a comprehensive set of maps for Mystara, in two
flavours: “replica maps”, which faithfully recreate the printed maps as-is; and “updated
maps”, which are based on the Atlas’s consistent model of Mystara, and include additions
from other sources which include all published products as well as select fan-created works.
This column presents the updated map of Thyatis, current as of March 2016. For changes
since publication, visit this article at the Atlas site.
Notes
Sources
Acestes Village — on Joshuan’s Almanac
● Dawn of the Emperors (1989)
page 222a, Klarmont 15 entry, the text says:
● TM1 The Western Countries (1989)
“Triumphant, a young stallion owned by
● TM2 The Eastern Countries (1989)
Priam Iphisius of Acestes Village, wins the
● Rules Cyclopedia (1991) (PDF at
Kerendan Derby by 10 lengths (at 30 to 1
DriveThruRPG)
odds). Priam refuses an offer of 100,000 gp
● Karameikos: Kingdom of Adventure
for the horse.” As per Simone Neri’s
(1994)
suggestion, the Atlas places Acestes in
● Joshuan’s Almanac (1995)
Kerendas.
17
18
Altan Tepes Mountains — the word Case Discrepancy — while most settlements
“Mountains” was dropped from the label on on the Dawn of the Emperors map were
TM2. listed in Title Case, the following were
displayed in capitals: CUBIA, TAMERONIKAS,
Battle of Tel Abdallah, AC 827 — the TORION. These have been standardised to
Dawn of the Emperors Thyatis map adds this Title Case for the Atlas.
label to the Thyatis-Ylaruam border, albeit
without a battlefield symbol. The symbol Central Thyatis — generic as it is, this name
itself was added in TM2. However, the label is used in Title Case in Dawn of the
was also changed, and now reads “Battle of Emperors‘ Player’s Guide to Thyatis (page
Tel Abddallah”. The change was carried over 6b).
into the Rules Cyclopedia, but it seems likely
to be an error. The Atlas considers the Century Hills — the hills of central Hattias,
original “Tel Abdallah” spelling correct. which had no name marked in Dawn of the
Emperors, are named the Century Hills on
Bayville road — Bayville in the Duchy of TM2.
Kerendas is the only mainland town not
connected to the road network. This seems Coastal Waters — Dawn of the Emperors
like an oversight, so a coastal road has been didn’t show shallow and deep water on any
added, leading from the main Kerendas- of its maps. TM2 showed coastal waters for
Thyatis road to Bayville, then back to the the first time for Thyatis.
main road.
Cubis — this Emirates town was incorrectly
Blackpoint Citadel — “…the fort of labelled Cubia on the Dawn of the Emperors
Blackpoint Citadel … sits opposite from poster map. The error originated on GAZ2’s
Karameikos’ Rugalov Keep.” (Dawn of the map, and was repeated here.
Emperors DM’s Sourcebook page 14c)
Blackpoint has a label on the map, but the Fort Nicos — TM2 spells this “Fort Nikos”.
symbol next to it is Rugalov Keep across the However, the Dawn of the Emperors Thyatis
border. While it’s possible that the two keeps map, and the DM’s Sourcebook (page 8a-b)
are in the same 8 mile hex, this makes the both use “Fort Nicos”. The Atlas accepts the
map unnecessarily complicated. Therefore original spelling as the correct one.
the Atlas marks Blackpoint in the hex south
east of Rugalov Keep, where the road meets Greendale River — this tributary of the
it on the Thyatian side of the border. The Kerenda River was renamed to Grendale
population of 1,250 dictates the use of a fort River on TM2, and this was then repeated in
symbol. the Rules Cyclopedia. Located close to
Greenheight, it seems reasonable to accept
Borydos Island — Dawn of the Emperors the original Greendale spelling.
Player’s Guide to Thyatis page 7a: “…a
rocky, hilly island…” The terrain has been Grey Bay — while Dawn of the Emperors
adjusted to reflect this. labelled this Hattian town “Grey Bay” using
19
the British English spelling, TM2 changed it Kerendas Outpost — Bruce Heard pointed
to the American English spelling “Gray Bay”. out that this is likely a fort rather than an
The Atlas uses British spellings throughout, outpost. It has therefore been renamed to
and therefore keeps the original Grey Bay. Fort Kerendas on the updated map.
Imperial Territories — the bracketed “and Lighthouses — TM2 added six lighthouses
future dominions” which appeared on Dawn around the coast of Thyatis: Abukir Watch,
of the Emperors’ map was removed from the Cuneus Tower, the Hold of Euglenos, Nortis,
label for TM2. The Atlas adopts fan Portus Pilum, and the Tower of Aes.
suggestions to name these regions, with the
western region named Tarsia after Mount Makrast — this dwarven town is marked as
Tarsus, and the central area called Altenia Markrast on TM2 and the Rules Cyclopedia
after the Altan Tepe Mountains. Both retain maps. Dawn of the Emperors has it as
their Imperial Territory designations, leaving Makrast both on the poster map and in the
the contents of these regions open. text (DM’s Sourcebook page 8c), where it is
listed as “Makrast (Broken Mountain)”.
Kantridae and Kerenda Rivers — the Moreover, GAZ6’s Dwarven Language
Dawn of the Emperors map has “Kantridae Glossary (pages 28-29) includes both “mak”
River” and “Kerenda River”, while TM2 and (meaning broken) and “rast” (meaning
later the Rules Cyclopedia both use the mountain). Both books were written by
inverted forms “River Kantridae” and “River Aaron Allston, so it seems very likely that
Kerenda”. Presumably both versions are Markrast is a mistake. This Atlas uses the
extant uses of the names, probably used original Makrast.
interchangeably. The Atlas adopts the
Mystaran standard of placing “River” after the Mesonian River — Dawn of the Emperors’
name. Player’s Guide to Thyatis (page 6b) spells
this “Mesonion”. However, the poster map
Kerendan Plains — “The western region of has Mesonian, and this spelling was used on
mainland Thyatis is called the Kerendan TM2 and in the Rules Cyclopedia. In the
Plains.” (Dawn of the Emperors Player’s absence of further references, the Atlas has
Guide to Thyatis, page 6a) The description gone with the map’s Mesonian spelling.
goes on to mention three main communities:
Foreston, Greenheight, and Kerendas itself. Mines — Dawn of the Emperors DM’s
It seems therefore that the Kerendan Plains Sourcebook (page 9b) mentions County
stretch from Vyalia and Machetos in the west Halathius’ famous gold mines, and also its
to the eastern limits of Kerendas. productive iron mines. The updated map
marks three gold mines and an iron mine to
Kerendas — with its population of 100,000 represent this. Page 8c also mentions gold
(Dawn of the Emperors DM’s Sourcebook mining in the dwarven Barony of Buhrohur.
page 14b), Kerendas is a metropolis. Its Two gold mines have been added here, too.
symbol has been changed accordingly.
20
Mountain names — TM2 marked two new Trade Routes — page 22b-c of the Dawn of
named mountains in Thyatis: Mt. Tarsus, Alt. the Emperors DM’s Sourcebook provides
11,380 ft., and Mt. Legio, Alt. 935 ft.. some amendments to trade routes: “First, the
However, Mt. Legio’s altitude is surely a island of Terentias is on the Vorloi-to-
mistake. The updated map amends it to Alt. Kerendas stretch; most ships hug the
9,350 ft.. Thanks to Fabrizio Paoli for northern coast, while many jump down from
spotting this. Rugalov to Terentias and then up to
Kerendas. Also, the Minrothad-to-Gapton
Mount Mositius — “A famous adventuress route continues on to Terentias and then to
… investigated Mount Mositius and Kerendas.” I have therefore added a route
discovered the truth: The volcano was long from just off Rugalov down to Crossroads on
dead…” (Dawn of the Emperors DM’s Terentias; another from Crossroads up to
Sourcebook page 15). Mount Mositius was Kerendas; and another coming from Gapton
not marked on the poster map, but appeared up round Terentias to Crossroads.
on the map for the first time on TM2.
Trevonian River — this river was changed
Piceno — Poor Wizard's Almanac III page from the Dawn of the Emperors poster map’s
157 mentions this village in Central Thyatis. Trevanion River; the A and the O were
Slaves from the slave revolt some days prior inverted. This change puts it in line with the
were found in this village, so it has been nearby Mesonian River, therefore the Atlas
placed in the direction of Karameikos, off the accepts TM2’s version as most correct. The
main road. Rules Cyclopedia repeated the changed
caption, Trevonian.
Sclaras Cliffs — “Sclaras is an inaccessible
island — it is a rolling, deeply forested land Villages — no villages were marked on
sitting atop cliffs, cliffs which face the sea at Dawn of the Emperors’ poster map. This is
every point.” (Dawn of the Emperors DM’s perhaps an indication of the population
Sourcebook page 22a). density, but it would be good to add some
villages.
Stegger River — this river was changed to
the River Stregger on TM2, and the same Ylaruam — the sections of Ylaruam
caption then appeared in the Rules appearing on the Dawn of the Emperors
Cyclopedia too. The updated map uses Thyatis map are largely undeveloped. The
Stregger for now. plateaus and other details do not appear, and
the terrain is radically different from GAZ2’s
Thyatis City — the capital, called Thyatis map. Clearly it should be ignored.
City on Dawn of the Emperors’ poster map,
was relabelled “City of Thyatis” on TM2, and
this change was repeated in the Rules
Cyclopedia. It seems a trivial change, and
both names are likely in use — as well as the (Continued on page 32)
name “Thyatis” on its own.
21
Community Interview
22
23
The end of the Princess Ark series was a Mystara, and second how great most of those
blow, although I did enjoy the Known World people were. By that point I had been
Grimoire almost as much. But when that too involved with various online communities,
came to an end, the change of Mystara to an but Mystara’s was the friendliest and most
AD&D campaign setting boded ill for me. pleasant by far — and of course it still is.
Devastated by the loss of my favourite
product line, I drifted away from D&D for a I got involved with work on the Almanac,
few years. with the Hollow World team. I remember
having a great time with the Azcan Empire
What is your favourite nation or region of and the Schattenalfen with Fabrizio Paoli and
Mystara? others.
Tough question… I think the answer would Unfortunately life got in the way, and I
have to be the Shadow Elves, although I also wasn’t able to keep a consistent presence in
love Serraine, Nithia, Alfheim, and the community over an extended period.
Rockhome. As you can see, I have a great This always seems to be how things work for
liking for demi-humans, especially gnomes, me, but at the time I’m sure it caused some
but also elves and dwarves. trouble for Fabrizio and the others, which I
still feel bad about almost twenty years later!
GAZ13 was an amazing book for me, because
it held such secrets, and the setting seemed When did you begin to work on Mystara’s
so alive from the lowliest slug wrangler up to maps?
the Radiant Shaman. The fictional elements
surely helped a great deal to create this image. I’ve never been good at drawing, but I’ve
always liked working with computer drawing
But I never wanted the Shadow Elves to go to programs. So making digital maps was
the surface world like they did in Wrath of something I had been wanting to do for
the Immortals — on the contrary, I always years. Then in October 1999, my father
felt that they had made their subterranean bought a copy of Adobe Illustrator 8. It
domain their true home, and that they would naturally came to me to learn how to use it,
be much diminished without it. I’m sure the and it didn’t take me long to realise its
wonderful map of their realm had an cartographic potential.
influence on me in this.
I actually still have the file I worked on back
How did you become involved with the then: it was Northern Iciria, and I started in
Mystara community? the top left of the map — but not before
drawing all the basic hexes in Illustrator.
I returned to D&D and Mystara near the end Looking at them now, some are completely
of my first year at university, in early 1997. I cringe-worthy, but surprisingly I still use all
still have the e-mails from the Mystara the major settlement icons from 1999 still
Mailing List back then, and I remember first today, with only a few minor tweaks.
being amazed how many other people loved
24
25
The Atlas of Mystara is now hosted here: Then everything changed in March 2013,
http://mystara.thorfmaps.com/ when it became clear that Bruce would not
be able to get the Mystara license, and Bruce
announced this, together with his intention
to create a new setting of his own to write
about. I wrote a rather emotional response
to this, which you can still find on Bruce’s
26
blog; it was at once a moment of great There are also two poster maps: one in my
sadness, but also great potential for the future. new topographical style, the other a Mystara-
style hex map.
A couple of months later, Bruce asked for my
opinion on his fledgling new setting, Calidar, It took me the better part of a year to do all
which led to a series of discussions. Finally of these, during which I learned how to do a
in July, he asked me to do Calidar’s lot of new stuff. I spent a long time
cartography, and I accepted. following tutorials, reading websites and
books, and asking questions in forums,
What is it like working with Bruce Heard? learning all the new skills I needed. The rest
of the time was spent creating maps. The 3D
Bruce is a man with a vision — when he asks model for the main area of Calidar, the Great
for something, he already knows what he Caldera, took me six months to do. It’s the
wants. Of course it’s not always the same basis for all of my topographical maps in
thing as I have in mind. After doing maps on CAL1, and it contains enough detail to map
my own for so long, working on Calidar’s out the whole Great Caldera for years to come.
maps has been a lesson in compromise for
me, which is really an invaluable experience,
because being able to compromise and
communicate frankly but diplomatically are
essential skills for a cartographer.
27
For Mystara, I’d love to do some more My hex maps are all done in Adobe
underground realms — especially Illustrator. Lately I use Adobe Photoshop to
Rockhome’s underworld. Aside from that, composite smaller maps together into larger
I’m determined to get Mystara to a level of chunks. Photoshop is far more able to deal
accuracy that satisfies my tastes, with full with large images, and you can link the
georeferencing — consistent latitude and Illustrator files when you place them, so that
longitude coordinates throughout the world. changes made in Illustrator will automatically
I realise that not everyone is interested in be reflected in the Photoshop file.
such accuracy in fantasy mapping, but it has
become my hallmark. For my topographical maps, I use mainly
Photoshop, with Illustrator for vector and
Ultimately, I would like to do for Mystara text elements. I have Avenza’s amazing
what I have done for Calidar, but on a global MAPublisher and Geographic Imager plugins
scale, with a 3D height model of the entire for these programs, which add GIS features,
world — yes, inside and out. It’s a massive allowing me to georegister maps. This
undertaking. means I can change the projections used,
which is vital for mapping with accuracy.
For Calidar, my long term goal is to map out
the rest of the world in 3D. This is partially I do my 3D modelling of terrain in
underway, but the techniques I used to do Photoshop, with Wilbur for erosion. But I
the Great Caldera don’t really scale up. I am looking into replacing this workflow,
can’t spend three years on a model for the likely with World Machine. I need to move
world! So for this as well as Mystara I’m into procedural terrain, which has great
looking into new ways to generate the possibilities for mapping a wide range of
terrain, sculpt it as I want it, and erode it to landforms.
make it look real.
What do you do when you get stuck on
In the short term, I’m eager to see more hex something?
maps, starting with Meryath’s provinces.
We’re considering doing these at 2 miles per As I mentioned earlier, taking time away is
hex, to go with the 10 mile per hex poster map. often a big help. With the really big
problems, talking to others can also lead to a
I’d also love to map out Kumoshima, the solution. They don’t have to be experts; just
moon with a feudal Japan-style culture. talking the problem through can do the trick.
Bruce has had no need of it yet,
unfortunately, so I’m still waiting for this There’s a huge amount of tutorials for all
chance. sorts of mapping things available around the
web. These can be invaluable in solving
What kind of techniques and/or software problems. My mantra has always been
do you use in your mapping? learning by doing, and tutorials cut to the
chase and present exactly how to do things.
For me, the advent of video tutorials on
28
The other big challenge is with mapping Finally, I love old maps of all kinds. Working
Mystara. The Hollow World and its polar to recreate the style of a map is something I
openings present a unique challenge that’s have great experience in with Mystara’s hex
probably amplified by my desire to map with maps, so it’s only natural that I’d want to do
great accuracy. But I’ve been making a lot of a similar thing with other old maps.
progress in this lately, which you can follow
in my Lining Up Mystara series of articles.
29
30
without distortion, and most show only one house. If I was a full time cartographer, I
— and often imperfectly, at that. The best might actually become a hermit!
way round this that I’ve found so far is to use
hexes on top of an equal area projection, What are your plans for the future?
which retains their accuracy for demographic
calculations. Long-term, it may be a pipe dream, but I’d
love to turn cartography into my full time
How do you manage to find a balance work. Everything I do these days is with that
between mapping, family, and a full time in mind. For the same reason, although on a
job? personal level I am quite happy to give all my
work freely to the community, I’m also
With great difficulty, I’m afraid! I would conscious of the fact that I will never attain
probably be a far better father if I spent all my goal by doing so. If I could break
my time with my kids instead of mapping. through more fully on to the professional
But I’m also determined to show my kids stage, I would be able to produce a lot more
that working hard on something you care material.
about is one of the best things you can do in
life, so it’s not all bad, I suppose. My son has Short-term, I have four main goals: continue
inherited my love of maps, that’s for sure. to map for Bruce Heard’s Calidar; work
towards completion of my Atlas of Mystara
project by executing occasional shorter mini-
projects; broaden my cartography skills and
enlarge my toolbox; and do more
professional maps in addition to Calidar.
31
ATLAS OF MYSTARA
Visit Thorf’s blog to see more of his fantastic
maps, here:
(Continued from page 21)
http://www.thorfmaps.com/
Thanks to:
Bruce Heard, Simone Neri (Zendrolion),
Fabrizio Paoli (‘Brizio), Andrew Theisen
(Cthulhudrew)
32
Apart for the name, this adventure has To use this conversion the original module
nothing in common with the two previous published by Wizard of the Coast is
products and above all its setting is different: necessary. The Elemental Evil Player’s
Abeir-Toril, the world of the Forgotten Companion can also be downloaded as free
Realms®. pdf from the Dungeon Masters Guild:
http://www.dmsguild.com/product/145542/E
The editorial choice was also to help DMs to lemental-Evil-Players-Companion-5e.
bring this story in all the others Wizard The Princes of Apocalypse online
settings, with the introduction of an supplement is also free and available here:
appendix at the end of the huge 256 pages http://media.wizards.com/2015/downloads/d
book-adventure-campaign. nd/PrincesApocalypse_AdvSupplementv1.0_P
rinterFriendly.pdf
Obviously Mystara® was not amid the
considered settings and this explains the aim
of the present work: closing an unforgivable
gap.
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35
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38
After the planet shift, kilometers of water of After defeating Idris, the furious Ordana
the new pole sea submerged the monolith, in cursed her to live again and again her pain in
which the Egg conscience had found a long chain of reincarnations ... forever!
sanctuary.
After several years, in her first reincarnation,
Today, from its watery grave, and thanks to Idris got in touch with the fascinating
dreams and visions it can reach the entire Blackmoor civilization and created the first
world using various monoliths strewn on cult of the Elder Elemental Egg, never
Mystara, survived to the holocaust. The Egg realizing that she contacted the evil Egg of
can thus corrupt the Wu Benares2, convince Coot.
him to forge four weapons imbued of the
Elemental Evil energy, and actually kick off Her masterpiece, completed with the help of
the plan for its large-scale return to Mystara. other corrupt elves, was the construction of
Elemental Evil Temple, in what are now the
The origin of the Elemental Evil cult is deeply Sumber Hills.
rooted in the long gone Evergrun Elven
Realm era and in the rebellious endeavors of When Idris had to flee and found her death,
the being that would later become the the cult somehow survived her demise.
Immortal Idris3.
The newly reincarnated Idris always lost
The damned elf plays a very important role memory of her past lives, as per Ordana’s
in the Elemental Evil cult development even will, so she had forgotten the cult created by
though the goddess-to-be does not realize at her.
first the real nature of the same Dark Power,
that counseled and moved her actions.
2 Tric l o ps a nd Wu: s e e N e w R a c e s
Appe nd ix. R e d e s ign fo r D &D 5 t h Ed itio n
b a s e d o n the ra c e c re a te d b y M a rc o
D a l m o nte . The y d o no t a ppe a r ne ithe r in
this ins ta l l m e nt no r in the o rigina l
a d ve nture . I ha ve s im pl y s ub s titute d D e Vir
the d ro w with a Wu na m e d B e na re s .
3 Id ris ’ s to ry is fo und in “ Co d e x Im m o rta l is ”
b y M a rc o D a l m o nte .
39
It is also possible that after the Great Rain of came to the buried Tyar-Besil fortress and
Fire and the Jennites' Invasions, the cult was the elven temple underneath.
eradicated from the area and with it all the
remembrance of its rites. Unfortunately, no one had the idea of
compiling an account of the exploration and
In the following years, the ones of the fallout so names of places and cities went lost in the
from the nuclear explosions ravaging meantime.
Mystara’s surface, some Kogolor dwarven
families4 under Belsimer clan's banner Only in the years of the Alphatian invasion,
arrived in the area from the Blackmoor twelve centuries later, an adventuring party,
territory. devoted to the Immortal Ixion, by the name
of Knight of the Fire Wheel5, found the
These people, after a lengthy exodus through remains of the old dwarven city and started
dry Jen steppes, chased by its warriors and to explore its ruins.
humanoid tribes, reached the Sumber Hills,
found the old underground complex and They returned many times to Tyar-Besil
chose to remain there. resolved to eradicate the evil dwelling there
and, to this end, they built a fortress on each
Sheepherders and miners, they burrowed in access point to the old Kogolor city.
the earth nonetheless and found the old
temple built by Idris’ elves but were unable They feared the presence of something
to clear the dungeons from dangerous extremely evil, that felt deep under the
creatures and simply collapsed and shut Sumber Hills and ready to act: to face it they
down the old tunnels. organized a sort of permanent guard on the
area.
Tyar-Besil Kingdom, from the Belsimer city’s
dwarven name, was little and did not live Borderland stories do not agree on the fate
long . of the Knights of the Fire Wheel party.
A few years after the completion of the The most trustworthy tale claims that after
constructions in Sumber Hills, trolls and less than fifty years, they were caught and
giants came and forced dwarves to leave the eradicated by the biggest Jennite incursion
area. ever seen in the area.
Few survived the diaspora and just a few For centuries, the towers stood alone and the
lucky ones found sanctuary in the Hollow locals started to call them the Haunted
World. Fortresses, at times empty, at times occupied
by monsters.
During the following years, sparse
adventuring parties and Jennites avant-gardes
4 Anc ie nt Ko g o l o r D wa rve s . “ R a c e s o f 5 Knights o f the Whe e l o f F ire ta k e s the
M ys ta ra ” b y M a rc o D a l m o nte . pl a c e o f the Knights o f the S il ve r Ho rn.
40
The lost towers and the Kogolor Reign would Sagarmatha Mountains, in the northern part
have completely been forgotten if not for the of Skothar continent.
coming of a mysterious stranger: Benares the
Wu. The Wu was chosen because he was quite
versed in the magical arts and prone to using
The cult survived for some centuries, even Blackmoor era items.
though it had changed into a very different
thing from the religion created by Idris. He undertook a very long journey that
brought him, through the Jen Steppes and
Waking up from its millennial sleep, the Thonia kingdom, to the Esterhold peninsula
Elemental Evil Egg became the Elder and to the Fane of the Eye.
Elemental Eye and the seat of the cult was
renamed the Fane of the Eye. Driven by the Egg’s visions, Benares the Wu
built four mighty apocalypse weapons,
The memory of its origins and nature long imbued with the power of the four corrupt
gone, the Egg of Coot saw a perfect elements.
opportunity to begin anew its operations in
the area in a more quietly and cautious So he forged: the air lance Windvane, the
manner. fire dagger Tinderstrike, the water trident
Drown and the earth war pick Ironfang.
After a while, it also realized that forging a
new physical form for itself required that it
tapped directly to the four elements
primordial energy.
41
After the end of this feat Benares left without Each one is sure to be superior in
a trace, leaving the four apocalypse weapons comparison to the other cults and to be
on the Elemental Evil altar. somewhat the beloved of the Elemental Evil
Eye.
These weapons were soon claimed by the
four Elemental Evil Prophets, which came a Despite these differences, amply described in
few months ago, from the far ends of the the original text, the cults are connected one
world, to reinstate the old cult. another through a force they fail to fully
comprehend.
Today their aim is to open the four
Elemental Nodes to help the Egg to Black Earth Cult
pursue its plan: in the next episode we
will see how their devotion to the A medusa called Marlos
Elemental Evil shapes the world for the Urnrayle guides the Black
bad! Earth cult. He possesses
Ironfang, a war pick, imbued
from the power of Ogrémoch,
THE ELEMENTAL EVIL IN the Evil Earth Prince.
MYSTARA –
Marlos is a vain being, cruel and extremely
PART III: THE CREED narcissist, that loves to surround himself with
luxury and beautiful items. Beneath this sure
Elemental Evil Cults in Mystara and their and selfish behavior, a self-loathing sad
Prophets. creature hides looking at others with hate
and contempt.
42
ring with the vital essence of an innocent her noble courtiers. In front of them, she is a
creature from the Fairy People. Instead of Prophet and a Queen. Musicians and
freeing the spirit, Marlos started to use its courtiers flatter her and revere her, warriors
powers, halting for some years his body’s riding hippogriffs are as knights to her.
natural decay. But one day, the fairy
creature’s soul died and thus came a curse She was born in the far Eusdria reign, on the
that transformed Marlos in a medusa. Savage Coast, in a noble family, surrounded
Overtaken by horror and madness, Marlos by history, legends and magic. She passed
fled Arogansa and Alphatia, carrying along the youth playing and dreaming to emulate
just his large mask collection. the legendary Aeryl, the ancestor of the
winged elves, Ee'Aar. Her ever-vigilant family
After some years traveling around Isle of made her character frail and gentle with their
Dawn, Ochalea and Bellissaria, he ended up protective behavior.
in Sinbad’s Gate in west Skothar. Here he
started to get dreams and visions that urged But when her parents chose to let her have a
him to move to Esterhold Peninsula and the look into the world and into the society they
Sumber Hills. A long staircase under a recognized the big mistake they had
wrecked monastery brought him in an old committed. They grew a spoiled girl, not a
cavern with a freaky altar on which an iron mature woman. She was accustomed to have
war pick rested. When Marlos took up everything she wanted, bursting in hysterical
Ironfang, his mission became instantly clear. madness whenever she was denied the
He set his dwelling in a nearby underground smallest of things. These childish behaviors
complex and started building the Black Earth made her unwanted in Gundegard court, the
Cult. king himself appeared unsatisfied of her
demeanor and could not stand her any more.
Howling Hate Cult Nonetheless, her talent for the enchanting
magic continued to grow but she seemed to
Aerisi Kalinoth, a noon elf6 feel out of place in that environment. At that
guides the Howling Hate Cult. time, the first dreams came to her and she
Tall and fine looking, she sports envisioned herself like one of the winged elf
some illusory wings that moves that roamed legends and stories from when
the air with delicacy. she was a child. She started to dream she
could master the air and with it, she could
Aerisi talk in a gentle whisper that reaches punish the ones that offended her.
loud and clear her people' hears. She
considers her followers not as cultists but as Then the childish dreams started to evolve
6 F ro m the “ R a z z e d i M ys ta ra ” a l m a na c o f and to become some obscure vision in which
M a rc o D a l m o nte . The F a ir El ve s (s e e El fo she was able to dominate the storms and the
Chia ro in D a l m o nte ’ s wo rk ) ha ve a fa ir s k in air itself. Until one day, during a dream, a
with go l d e n tints , b ro wn o r d a rk ha ir, a nd brown-skinned white haired mystic appeared
the y a re ra re l y b l o nd o r re d - ha ire d . The y a re
to her promising he would teach her all he
a s ta l l a s hum a ns (a ve ra ge 1 7 5 c m ) a nd with
a n a thl e tic b uil d . knew. The creature in her dream was Yan-C-
43
Bin, the Evil Air Prince. Aerisi changed her ended abruptly when pirates attacked the
magical studies moving to the study of the merchant ship. During the fight, Gar was
Air Element. This endeavor brought her from stunned and drawn overboard into the sea.
Eusdria to Alphatia. Her arts grew even finer He survived for days clenching on a ship
in Floating Ar and as her studies deepened wreckage, until a shark attacked him and cut
also her dreams became more intense until off his left arm. Sensing his impending end
one day, following their suggestions, she feeling that all was lost, Gar left himself go to
found a cavern in the Sumber Hills with an his final destiny. A strong stream quickly rose
altar in it. There lied Windvane the lance, and, as if listening to his prayers, brought
waiting for her. Driven by her mentor Yan-C- him away from the predator. In less than an
Bin, she named herself Queen and with her hour, he found himself on the beaches of
power, she started luring followers at her side. Gaity Island. Thinking that the saving wave
was a water elemental sent for his safety, he
Breaking Wave Cult chose to set himself on oceans study and on
learning their secrets. During the next years
Gar Brokenkeel, once a sailor, he travelled a lot, visiting Alatians Islands,
commands the Breaking Wave Bellissaria, Isle of Dawn and wherever he
Cult. He possesses Drown, the went he tried to learn all the knowledge on
water elemental weapon: a sea and its magic. He never stopped to
trident imbued with the essence mistrust and loathe the other people,
of Olhydra, the Evil Water remembering the ill deeds he suffered from
Princess. merchants and pirates. One day he realized
he was chosen for something more, he had
Gar is a silent and surly man who prefers to to rally other men like himself and teach
speak with actions instead of words. He is them the power of the sea.
sure the world and life have wronged him
and this brought him to hate deeply all the He got some visions immediately after
people with the sole exception of those as understanding the real purpose of his life
unlucky as him. Gar despises others' and he slowly reached the Sumber Hills.
weaknesses. There he found a temple in a hidden cavern
and a bizarre altar on which he found a
He was born in a little village on the Minaea’s magic trident. Sensing its power Gar took it
south coast and was nothing more than a and with it, he gathered the cultists of the
little boy when his village was attacked by the Breaking Wave.
shark people. Sea devils slaughtered his
family and everyone he knew. As an orphan, Eternal Flame Cult
he embarked as ship's boy on a merchant
ship sailing for Spearpoint in eastern Driven by a burning ambition
Bellissaria. Despite his young age and his and by the urge to punish all the
lack of experience, Gar got the toughest jobs people obstructing her dreams,
and the way his masters abused him Vanifer the thiefling has risen to
bordered slavery. His service on the ship guide the Eternal Flame Cult.
44
Her apparent coolness carefully hides a an altar, she found the dagger Tinderstrike,
pointy blade forged by loathing and pride. imbued with the power of Imix, the Evil Fire
Prince. With this brand new and powerful
Going deeper, under her pride, lies a weapon, she decided to write a new chapter
mayhem and a desire for chaos. In Vanifer for his cult under the Sumber Hills.
boils a strong hate towards those who think
they are superior to her and there is nothing We only need to see the last part, after the
she would not dare to do to appear terrible “what”, “when” and “why” of the Elemental
and respectable. Evil: the “where”! We will examine in detail
the locations of the Dessarin Valley in
Vanifer, probably the daughter of a human Mystara and also speak about the different
woman and a diabolus, grew in the filthiest “neutral” factions that can affect your playing
streets of Sayr Ulan, using just her wits as a experience.
weapon. Since her youth, she learned to
dance for money and slowly she built herself
a name from the lowest taverns of the
merchant district to the chambers of the THE ELEMENTAL EVIL IN
nobles' houses. She also taught herself some MYSTARA – PART IV:
fire magic tricks that helped her to be unique
amongst the other dancers. Her talent grew THESTAGE
and this brought her to a pasha's attention
and he asked her to join her concubines. She
hated her position because she understood Dessarin Valley in Esterhold:
that she was just a trophy for the pasha. This
arrangementdid not last long: Vanifer left the places and encounters
palace but not before "relieving" the master
of some precious gems and burning down All the locations in this description are, as a
the palace. whole, devised on the rules and the specific
depictions of the original adventure. We
She found sanctuary in Slagovich but the need some corrections and integration to
pasha's followers did not take long to find adapt them to play in the Esterhold
her. She fled again, this time embarking in a Peninsula campaign in the Skothar continent.
long journey by sea to the other side of the
world. As she came to Sinbad's Gate, she The chosen area spans 340 miles (550 km),
found home in the poorer districts where she east-west, and 300 miles (around 480 km)7.
started a school for dancers that in a little
time started to gather other disciples. She
became the charismatic guide for a group of
fire apprentices. She remained in Sinbad's
Gate until a few months ago, when dreams 7 The m a p o f pa ge 3 2 m us t b e ro ta te d 9 0
and visions pushed her to go to the north, to d e gre e s c o unte rc l o c k wis e . The N o rth o f the
the Esterhold Peninsula. In a lost temple, on m a p, the n, b e c o m e s the We s t, the N o rth, the
Ea s t a nd s o o n.
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46
47
This group of eccentric knights is part of the The mysterious monk acolytes of "The Way of
Howling Hate Cult and it’s primary aim is to The Sacred Stone" took these old ruins as
defend the area from intruders. Their their home a few months ago. They are in
knightly manners and a low profile, helped truth a cover for the Black Earth Cult and
the group not to attract the attention of protect the surface entrance to the Black
alphatian and southern coast cities Earth Temple.
authorities. They even regard them as a mean
to maintain security of the area.
48
This is the most mysterious of the Haunted This huge structure, a gigantic stone arch
Fortresses because it is, more than the over 3 km long and 120 meters high, is the
others, in the inner territories of the Sumber most evident proof of the past existence of a
Hills. In recent times an equally mysterious dwarven kingdom in the area. It connects the
druidic order called Scarlet Moon Circle, northern shore of the Dessarin River with the
took over. It is indeed a cover up for the southern and is the only safe passage in
Eternal Flame Cult. several miles radius from Ironford and Yartar.
This strong castle is on the banks of Dessarin In the hearth of the Sumber Hill, you find
River. It is the seat for a mercenary band, Summit Hall, seat of the Samular Knights, an
whose commander, the Castle Master, is one old and venerable knightly order devoted to
Jolliver Grimjaw. Their cover is to be a Utnapishtim. Samular Caradoon was a
mercenary band seeking for a safe heaven in Minaean paladin for the Hope and Justice
the castle they are renovating, to use it as a Protector. Ushien Stormbanner, herself too
starting point for their future businesses, to from Minaea, guides now the order.
act as escorts for caravans going to and from
Esterhold. Unbeknownst to all, they are on Triboar
Breaking Wave Cult's payroll.
The little city of Triboar is on the crossing
Helvenblade House between the Long Road and the Evermoor
Way. It's on a route well used by merchants
Southwest from Westbridge, at the edge of to and from the city of Yartar. Now the city
the forest, lies Helvenblade, the estate of the governor is an alphatian woman named
noble family Silmerhelve, one of the greatest Daratha Shendrel, who is also the city
and richest family in Rock Harbor. referral for the Heralds of Saturnius. The
disappeared adventurer by the name of
Rundreth Manor Gervon is not a half-elf but a pure elf from
Shiye-Lawr (in the Alphatia continent).
Perched on a hilltop above the Long Road,
are the ruins of the Rundreth Manor. Hidden Vale of Dancing Waters
there is the "Dark Lady" and even her name
scares so much the valley inhabitants, that For the "modern" dwarves that dwell in the
they stay clear from her. In truth the Dark Skothar continent, this place is historically
Lady is a night dragon called Nurvureem. A important because, according to the legends,
funny thing is that Nurvureem is a servant of the last Kogolor dwarves to live in Mystara
Idris10. inhabited this area.
49
Westwood
50
Saturnius in the Esterhold Peninsula. The the Alliance, very often manage the security
most influential cell there is in the town of of the trade between the regions of
Yartar. Esterhold, Jen and, indeed, Minaea. Nestra
Ruthiol, Baron of the Waters of Yartar is an
As a sign of devotion and respect towards influential member of the Alliance and
their immortal patron, they usually wear a oversees the trade between Minaea and
red garment. In the official meetings, this is Esterhold.
the typical Phrygian cap, which gave them
their nickname, used by the opponents, Red Their symbol is the golden crown of Minaea
Caps, like the fearsome and devilish on a red background. Sometimes yellow
brownies of the fairy world. concentric circles indicate the cities
participating in the Alliance, even though the
Their symbol is a red Phrygian cap or, more number can change from time to time, given
often, a red ruby bladed scimitar. the instability of the agreements.
51
battle [The Eternal General], the spirit of their founders fought: he built the guild in a
justice [Tarastia] and the light and order town, originally Jennite but taken, razed and
opposed to darkness [Ixion]. built anew by the alphatians a short time
before. They also renamed the town Skyfyr.
In the hearth of the Sumber Hill, you find According to the founders, the Fallen had to
Summit Hall, seat of the Samular Knights, an act in the shadows to grow their influence
old and venerable knightly order devoted to inside the colony, to favor the progressive
Utnapishtim. The Congregation of the Blade emancipation and independence from the
is searching badly for their alliance, to motherland Alphatia, through a raising of
expand their influence in the Esterhold popular consensus of the poorest classes,
Peninsula. always supported and helped by the Fallen.
They also search for other alliances, like the Today, almost a millennium after, only small
one with the Baron of the Waters of Yartar, to and minority groups of the Fallen carry on
fill the gap in their influence in this area, the founders’ ideas. The independence is
bordering with the ancient Reign of Thonia. almost complete (it is complete with the
destruction of Alphatia) and the Guild’s main
The symbol of this knightly order is a bastard purpose now is to obtain riches thanks to its
sword, anointed in light and wrapped up in diffusion on the territory.
a purple drape recalling their immortal
patrons. Their symbol is a dragon flying with unfolded
wings and, very often, drawn upside down.
52
by Giulio Caroletti
INTRODUCTION
53
path of cultural history too, and “freeze” Duchy of Thyatis. Through the power of the
cultures (Mystara has a very good example of Republic of Thyatis, the most important of
this in the Hollow World, for instance). the pre-Alphatian city-states in the region,
However, to do so (or, at least, to do so Thyatian became the dominant language,
systematically) is simply not very entertaining initially in the regions known as Mainland
either for writers or players. Moreover, it Thyatis and subsequently throughout the
would be unrespectful of Mystara's setting, Known World. Thyatian is the Common
rich as it is of spatial and vertical abundance, Tongue of the Known World, the language of
contrarily to many other role-playing worlds. international communication, scholarship,
The main area of Mystara, the Known World, and science. As for AC 1000, in its
is lesser, in size, than the whole of Europe; standardized imperial form, or as a dialect or
and, thankfully, it seems to share the same local version, it is an official language of the
linguistic, cultural and historical abundance Empire of Thyatis, the Grand-Duchy of
in variety of that area. It would be a pity to Karameikos, the Principalities of Glantri, and
think that – to name just an example - the Kingdom of Ierendi.
Ethengarians, whose culture stems originally
from 1700 BC, should have remained The area now known as Mainland Thyatis
essentially the same over the course of 2700 was settled for a long time by Neathar tribes.
years. Most of these spoke languages belonging to
what has been called by scholars and
In this article we will try to answer these ethnolinguists “Thantalian” language family,
questions with a focus on the Thyatian although probably no Thantalian tribe
cultures and languages, starting from the rise existed, nor did the tribes, at that time,
of the Antalians on Brun around 2400 BC. consider themselves part of a linguistic or
Since the Empire contains several cultures, cultural unicuum.
we will also discuss to some extent their
presence and influence on Thyatian language The ancestors of the Thyatian people were
and culture as well. Thantalian tribes brought to Davania by the
Nithians, in an unsuccessful attempt at
colonizing the southern continent around
THE THYATIAN 1000 BC. After disposing of their Nithian
LANGUAGE masters, the tribes lived in northern Davania
until they faced the Milenian Empire, and
had to choose between being absorbed or
Thyatian is a language belonging to the flee. Those who chose the latter were the so-
Thantalian sub-branch of the Antalian called original “three tribes” of Thyatians,
branch of the Neathar languages. The Kerendans and Hattians. It's possible that the
Thyatian alphabet is derived from the tribes were really called this way, maybe
Taymoran and Milenian alphabets. because of patronymics or because of cities
they came from, although other scholars
Thyatian was originally spoken in old think that the names were given
Thyatium, the area currently known as the retrospectively by the Thyatians to their
54
ancestors, to fit the three-parted division that and post-Taymoran cities remained, either as
happened later on in Thyatian history. independent cities or as vassals of the
Thyatian, Kerendan and Hattian city-states.
The southern tribes, among which the most The Alphatian conquest and the two
important were called Etrusnans1, and the centuries of domination led to the extinction
local Thantalians intermingled, especially of the Doulakki and post-Taymoran culture
since they were all pressured by the same of Thyatis. A few fled to their kin in Traladara
enemy, the Nithian Empire in the north. It is after the Alphatian invasion, some were
to be noted that in the sixth century BC, brought to the Hollow World, but the others
what is now known as Mainland Thyatis was were all but assimilated into the Thyatian
also settled by Doulakki and by descendants subjects of the Alphatian Empire.
of the Traldar and Taymorans, who brought
writing and their alphabets to the region. By the time the Thyatians revolt and expel
The Thyatian alphabet, which is the standard the Alphatians from Thyatis, Ochalea and the
alphabet of the Known World, descends from Pearl Islands, and the Thyatian Empire is
modifications of the Traldar/Doulakki born, Thyatis is ethnolinguistically a mostly
alphabet (which was also the Milenian united nation, although enough differences
alphabet) and of the late Taymoran age are present between western Thyatians and
alphabet. eastern Thyatians that the westerners identify
as “Kerendans”; the insular Hattians,
The rise of a common Thyatian language and moreover, belong to a definitely distinct
recognized ethnicity was furthered by the culture.
end of the Nithian Empire. Traldar, Doulakki
and post-Taymorans, whose cultures had With the increase in literacy, cultural life,
already suffered much decline in the last science and technology brought by the
centuries, were dealt a strong blow by the Alphatians between 200 BC and Year 0 of the
end of the Nithian Empire and the Spell of modern Thyatian Calendar, the intellectuals
Oblivion. Their city-states were progressively and scholars of the Thyatian lands codified
conquered by the Thantalian-Southerner the rules for the written Thyatian language.
cities, among which the major ones were This eldest form of Thyatian, called Old
Thyatis in the east, Kerendas in the west and Thyatian, has been revised several times
the isle of Hattias in the south. throughout the 1000 years of existence of the
Empire, and constituted the basis of what is
Between 500 BC and 200 BC, when the now known as the High Thyatian. High
Alphatian Empire decided to move into Thyatian is an intellectuals' language and is
Thyatis and conquer the whole region, a convoluted and more complex than the
common language and ethnic identity language ever spoken by commoners.
formed in the area, although a few Doulakki
1 The Etrus na ns wil l fe a ture in a n a rtic l e o n Although the Old Thyatian language was
the ne xt Thre s ho l d is s ue a nd a re a l s o used in politics, law, religious activities,
m e ntio ne d in T h r e sh o ld is s ue #9 a nd in the poetry and drama, the needs of the common
a rtic l e “ L o s t Civil iz a tio ns o f Thya tis a nd people gave rise to the use of so-called
Al pha tia ” in this s a m e is s ue .
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56
Kantrium and Halathius, and the Thyatian The Ispans were a Thyatian sub-culture
speaking communities from most of the which developed in the cities of Fabia and
eastern part of the Emirate of Dythestenia in Cubis during the Thyatian occupation of
Ylaruam. Ylaruam. Their dialect was most similar to
the Trinakrian dialect of Tel Akbir and
Actius and Borydos have dialects which share Tameronikas. When the Alasiyans re-
traits of eastern Thyatian with strong Hattian conquered Ylaruam, some Ispans remained
influences. in those cities, where they make up almost
the whole ethnically Thyatian communities.
Some dialects are not included in this
classification: these include insular or Among Ispan refugees who fled to Thyatis
domain-specific dialects, like Trinakrian (the after the Ylari conquest, many were later
Thyatian dialect of Tel Akbir and of the exiled and travelled to the Savage Coast
Thyatians from the Ylari city of Tameronikas), because of their fanatical belief in Solarios
which is strongly influenced by Alasiyan and (Ixion), and the religious troubles they
Doulakki; Terentian (the dialect of caused within the Empire with their arrival.
Terentias), with Elven and Minrothaddan
influences; and Carytian, the dialect of On the Savage Coast, their dialect evolved
Carytion, where the local, insular population into the current Espa and Verdan dialects of
retained archaic elements that can be traced Thyatian. Some others founded small Ispan
back even to the Taymoran culture. Auroran communities in other areas of the Empire,
dialects include those of areas where the most important being L'Alguer on
Thyatian is a local language, like in Helskir Carytion. The remaining Ispans mostly
and West Portage and the northern parts of dispersed within Mainland Thyatis and lost
the western Isle of Dawn (but not in most of their cultural heritage.
Westrourke, Caerdwicca and Furmenglaive,
where Dunael3 languages related to Thratian Belcadiz elves speak a Thyatian dialect who
are used). is very close to Ispan and Espa. Since the
origin of Belcadiz elves is all but unknown to
Mositius is a very recent dominion and there everyone but Belcadiz elves, any speculation
is no local dialect there. For different about these similarities has supporters
reasons, Sclaras does not have a dialect either. among scholars. Some say that Belcadiz elves
lived hidden between Ispans for centuries,
Last but not least, Hattian is a special case influencing them and hastening the process
that is described later in this article. of cultural differentiation from other
Thyatians; some say they came from the
Ispan Savage Coast, where some (or many) of them
might still pass as humans; others think they
came from the same alien world that spat the
3 The D una e l c ul ture a nd l a ngua ge we re d'Ambrevilles (who seem to speak a language
intro d uc e d b y J a m e s M is hl e r fo r his distantly related to Thyatian) on Mystara.
c a m pa igns , a nd we re l a te r c o ve re d in s e ve ra l
a rtic l e s tha t c a n b e fo und o n Pa nd ius , s e e
the s e s e a rc h re s ul ts fo r e xa m pl e s .
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inside the same limited region, namely characters. The nicest interpretation of this
Mainland Thyatis, whose main population is approach that we are aware of is Travis
ethnolinguistically the same? Henry’s one, in which he introduced the
concept of “localism”: it doesn’t matter what
Moreover, other aspects must be taken into type of language Thyatian is (or any other
account: Mystaran language), the presence of Greek
sounding or Latin sounding names in Thyatis
All cultures of Thyatian origin and stock derives from the fact that a certain set of
seem to speak Romance languages, according names and surnames, whose origin is not
to names and language snippets in official important and not related to actual
sourcebooks (Caurenzans in Glantri; Espa linguistics, will be found in certain regions of
and Verdans on the Savage Coast); Thyatis. And this applies more or less to any
Mystaran language.
There is already an enormous amount of
Greek-related countries and people on Thyatian, in this interpretation, might have a
Mystara: the Traldar (Hollow World), set of Italian sounding names and surnames
potentially the Traladarans (a mix of Greek, coming from, for instance, Caurenze; a set of
Slavic and Romanian), the Milenian Empire Latin sounding names and surnames in
in the Hollow World and the Milenian city- eastern Thyatis; and a set of Greek sounding
states on Davania, the Minaeans on Skothar names in western Thyatis. And these
(which descend from Milenians), and the ‘localisms’ are not related to the actual
Traladaran city states on the Gulf of Hule Thyatian that is spoken in Thyatis, which
(Slagovich and the like); might or might not be related to a RW
language.
Traldar/Traladarans/Milenians and Thyatians
don’t seem to be related at all (canonically, The only problem of this interpretation is
the Traladarans are related to Nithians, while that if we use it in a strict sense, we must also
the Thyatians are related to Antalians). discard all Spanish/Portuguese linguistic
references to the Espa/Verdan cultures of the
So how do we solve this? Savage Coast.
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61
It is to be noted that a great deal of Thyatian explained with true influences from the
characters from the GAZs bear names5 which Dunael language.
are neither Greek-sounding nor Latin-
sounding. In some cases (such as "Justin", If we mix our interpretation with the concept
"Stefan" or "Philip") this could be explained of ‘localism’ introduced by Travis Henry (see
with a Common Thyatian spelling of an Old Postface, above), we can conclude that in
Thyatian name (Justinus, certain areas of Thyatis, because of the
Stephanos/Stephanus or influence of Traldar, Doulakki and Milenians,
Philippos/Philippus); this could also be there was a set of names and surnames that
applied to some surnames (for example, bore the Greek/Byzantine linguistic
"Malaric" or "Antonic" could be the Common influence. The same happened on the
contracted form of "Malaricus" or southern Isle of Dawn with the Dunael who
"Antonicus", and so on). However, we prefer brought the Celtic influence to the Empire
to consider these names as sign of the and to its language and names. With the
presence of the Dunael language, created by expansion of the Empire and the internal
fans to explain the presence of these names migrations, especially towards the capital,
and the toponomy of Westrourke, these surnames became very common.
Caerdwicca and Furmenglaive, that we
consider a M-Celtic language. Latin names It might be interesting to define a number of
rendered in an Anglicized version (such as Traldar/Doulakki founded cities in current
"Pulcherine" from DDA1 or "Nicephore" from Thyatis (taking inspiration from the founding
GAZ4, where one should have instead of Italian cities by the Greek in RW). These
"Pulcherinius" or "Nicephorus") can be might include the Mainland cities of
Kerendas, and Tel Akbir (before the Alasiyans
5 The s e inc l ud e D e vo n, S he rl a ne , occupied the area, just like Arabs occupied
R e ta m e ro n, B a rtra n, Al fric , Ol l ive r, M e rrik , Sicily); and, in Ylaruam, Tameronikas and
Al e e na (G AZ 1 ), o r Ca ine a nd G ul d a ha n
(G AZ 8 ).
Cubis.
the Enclave, after passing an entry test. extinct in the area but which in past
Nothing forbids other classes, like Rangers, centuries populated the forests of eastern
to be in service of the Enclave and it is not Esterhold.
rare that the Emerald Enclave use
heterogeneous groups for particularly According to popular legends and traditions,
complex missions. the druids of the Enclave meet annually
during the Summer Solstice and they choose
The Enclave, whose members are not used to the animal form of big cervids.
the affectations and formalities of the
“civilized life”, don’t have a true symbol. It is
often associated with the Moose totem (the
deer in some places), an animal almost
62
Thyatian Mini-GazetteeR:
THE JUDICATES OF CARYTION by Giulio Caroletti
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DEMOGRAPHY
he m o l ytic c ris is (a c c e l e ra te d ra te o f re d
b l o o d c e l l d e s truc tio n l e a d ing to a ne m ia ,
j a und ic e a nd re tic ul o c yto s is ) in re s po ns e to
the c o ns um ptio n o f c e rta in fo o d s , m o s t
no ta b l y b ro a d b e a ns . S ym pto m a tic pa tie nts
a re a l m o s t e xc l us ive l y m a l e . S e e this
Wik ipe d ia e ntry fo r m o re info rm a tio n.
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HISTORY
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Northmen raiders started attacking Carytion was during this time that two new cities were
after AC 400; the Thyatians thought of buying built on Carytion by refugees escaping
their services to stop the raids and use them Ylaruam: U Paize (AC 739), built by Thyatians
against the Alphatians. In AC 456 they of Machetan origin, and L'Alguer (AC 853),
granted their most powerful pirate lord, Ole built by Ispans. Both cities have enjoyed a
Jørgen Thorfinnson, the rule of the island freeport status since then.
under the Empire’s sovereignity. However,
when Ole Jørgen’s grandson Vidarr declared In recent years, the major threat to Carytion
independence in AC 533, the Thyatians has been the occasional pirate - from the Isle
troops occupied it again. Vidarr’s son of Dawn, Ylaruam, Northern Reaches or from
Thorfinn led a small invasion with Alphatian other smaller pirate coves in the Sea of Dread.
support, and took the island by surprise in
AC 551, but the Thyatians conquered it again
after a few months, and most Ostlanders POLITICS3
were killed or fled Carytion.
Carytion is divided into four Judicates, and
During this era, Carytion was divided into three special territories (the Visjudicate of
four districts called Judicates, each ruled by Agugliastra, the Free City of L'Alguer and the
a Justiciar (judex in Thyatian). One of the Free City of U Paize).
major problems the Justiciars had to face was
the continued presence of rebellious The Judicates are four autonomous entities,
followers of Nyx in the Agugliastra region. ruled by a Justiciar and by a regional
Valerio Folaga, last leader of the followers of assembly called Corona de Logu (“local
Nyx surrendered in AC 594, with the crown” in Carytian). The Visjudicate of
establishment of a Vicar Justiciar to rule Agugliastra shares the same structure, but is
Agugliastra as a representative of the Justiciar considered a vassal of the Judicate of
of Casteddu in Karal. Casteddu. The cities of L'Alguer and U Paize
are self-ruled.
The major threat on Carytion in the
following centuries were pirate raids on the However, the four Justiciars and the rulers of
Thyatian islands, which started in the 8th Agugliastra, L'Alguer and U Paize are not
century and continued in the following one, considered dominion rulers (and thus these
with its main peak of activity when Alasiyan domains have no senatorial rights – they are
raiders started their activities after 850, neither Senators nor can they choose a
following the independence of Ylaruam (AC representative for the Senate), but are
831) and the expansion policy started by al- considered subject to the authority of the
Kalim and his followers. Praetor of the Mainland Islands4 (in AC 1000,
This pirate activity led to the building of 3 The l o c a l rul e s fo r Ca rytio n a re d iffe re nt
many small forts that dot the coastline of the fro m tho s e fo r m o s t Thya tia n d o m inio ns (s e e
pp 2 1 5 - 2 1 6 o f T h r e sh o ld is s ue 3 ).
whole island, used in the 9th century to
watch out for approaching Alasiyan ships. It 4 S e e a l s o : “ Thya tia n S e na to rs ” , pa rt 2 , pp
1 9 7 - 1 9 8 in T h r e sh o ld is s ue #4 .
70
the year when this gazetteer is set, it is representatives from the capital of the
Archduke Derentarius of Terentias). Carytion Judicate, and a varying number of high
has only one elected Senator5. priests from all the churches of the Judicate.
This situation has caused an increasing rift Each Judicate is divided in a number of
between the population and the Empire, as administrative divisions called Curadorias.
most citizens and rulers alike want to push All free citizens of a Curadoria concur to the
for the establishment of feudal dominions on election of a representative at the Corona de
Carytion. There are however differing point Logu. Each Curadoria is ruled by a Curator
of views on this. nominated by the Justiciar; the Curator in
turn nominates a Mayor for each town and
The ruling families of Arborea and Casteddu city in the Curatoria; the Mayor is assisted in
would like to constitute a County with a ruling by an elected council; members of the
single ruler, while the ruler of Logudoro elected local councils elect the Corona de
would prefer to split the island into four Curadoria, the local assembly assisting a
baronies. In Gaddura, L'Alguer and U Paize, Curator in ruling.
the population hopes to keep the status quo.
Especially so in the two freeports, since they Formally, it is the Corona de Logu which
know they are too small to be given a fief, elects the new Justiciar amongst the
and they fear losing their special rights and members of the ruling family. Generally, the
ethnolinguistic independence. Justiciar nominates his or her heir, but the
Corona de Logu has the right to overrule his
In Agugliastra and in the most of the rural or her desires.
interior, there is also a small independence
movement who would like to secede Apart from those mentioned, the Corona de
completely from the Empire. The most vocal Logu (and the Corona de Curadoria on the
among the independentists is a secret, smallest scale) have no formal power, but
increasingly violent organization known as they simply act as counselors to the actual
the Dark Masks. rulers. However, complaints and
dissatisfaction can easily gain the attention of
someone above in the chain of command
The Judicates who can remove him or her. A Justiciar which
enrages his or her Corona de Logu can end
A Judicate is ruled by a Justiciar, supported up attracting the attention of the Praetor of
by the Corona de Logu (the local parliament). the Mainland Islands or, in the worst cases,
of the Emperor himself.
The Corona de Logu is a Judicate council
made up of: local representatives (one from In Agugliastra, there is a Corona de Logu, but
each Curadoria, see below), two the Justiciar is formally the Justiciar of
5 F o r tho s e us ing the pre vio us a rtic l e s o n Casteddu. However, there is a Vicar Justiciar,
Thya tis a nd Thya tia n S e na to rs b y the a utho r, who normally acts in the name of the
a d d o ne S e na to r fo r Ca rytio n to the to ta l Justiciar of Casteddu. The Justiciar of
a m o unt o f e l e c te d S e na to rs o f the Em pire .
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The capital of Agugliastra is Tortuelie (pop. Pietro Deplano (born 961, wereboar F8,
550, including 100 in the port village of NE) is the Mayor of Jersu, a small,
Arbatax), a coastal town where Folaga Palace mountainous town of about 160, at 400 m
is the Justiciar’s residence. asl. He has Taymoran blood and is one
among a few Carytians who still bear the old
The main city of the interior is Lanuse (pop. Taymoran-Nithian strain of lycanthropy6.
270), with an important shrine dedicated to Deplano is deeply hostile to the Empire and
Valerias and an important market for the he is the leader of the Dark Masks, an illegal
central areas of Carytion that is held every political organization who pushes for an
two weeks in summer and every month in independent Carytion and is not above
winter. kidnapping and assassinations to make their
point.
NPCs
Deplano’s second-in-command is Valerio
Mariano Folaga (born 970, F12, TN), a Scanu (born 976, devil swine C7 (of
short, lean man with hair kept long at his Thanatos), CE), a young devil swine and
shoulder, and gray-green, sad eyes, is the secretly a priest of Thanatos. Scanu has been
Vicar Justiciar of Agugliastra. Mariano is not a sent by Count Heinrich Oesterhaus7 to
follower of Nyx, although he knows that his Agugliastra to plot against the followers of
cousin Deianira (born 973, C9, TN), a Nyx. His first goal is to put an end to the
diminutive, busty beauty with honey blonde Folaga dynasty in Agugliastra and open up
hair and green-blue eyes, is a Patriarch of that the region for direct control from Casteddu;
Entropic Immortal. his second goal is to increase the violence of
the Dark Masks to prevent Carytians from
A former soldier, Mariano lost his wife gaining true dominion status for the
Patrizia to malaria two years ago. Patrizia Judicates. To make things more complicated
Murru (born 970, nosferatu W3, LN), a than ever, after Scanu was sent to live in
delicate, slender woman with jet black hair Tortuelie to stir things up at the court of the
and deep, amber eyes, has been raised as a Justiciar, he has fallen hopelessly in love with
nosferatu by Mariano’s aunt Augusta Zedda Deianira, the sister of Mariano.
(born 944, nosferatu C13 (of Nyx), NE), the
High Priest of Nyx on Carytion, a comely The only dragon on Carytion, an onyx
woman, apparently in her late thirties, with a dragon which is known as U Enigmista, has
prominent jaw and dark, short, curly hair. his lair in Agugliastra. He is a young adult
male known to be a trickster and prankster.
Augusta and Patrizia live in Lanuse; Mariano
has never forgiven them for having embraced
undeath. His sister Deianira is torn between
6 S e e “ Tre a tis e o n L yc a nthro py” b y J o hn
the desire to join the ranks of the undead
Ca l vin a t the Va ul ts o f Pa nd ius .
servants of Nyx and the love for her brother,
7 S e e Da wn o f t h e Em p e r o r s , Co unty o f
a man without true friends and without an
heir, who has only her left for family. Ha ttia s e ntry; o r “ Thya tia n S e na to rs , pa rt
1 ” , in T h r e sh o ld M a ga z ine , is s ue #3 .
73
NPCs
The ruler of Arborea is Justiciar Claudia
Laconi (born 955, W11, LG). A short, lean
woman in her mid-forties, with graying jet-
black hair and brown eyes, Claudia
graduated at the Collegium Arcanum of
Aristanis, owns an estate on Sclaras, and is
74
loved among her subjects and respected by colleges of the Empire for help in
her enemies. accommodating them).
75
more tolerable than in the hot crop fields of Igresias (pop. 1,300), east of Sulcis, is an
the northern plains. important mining centre for the extraction of
lead, zinc and silver.
Quartu (pop. 3,500) is the third most
populated city in Carytion. The city takes its Biddexidru (pop. 700) faces Seddori in
name from the fact that it was originally Arborea (see above), and is its rival town.
divided in four (quattuor, in Thyatian) parts
or quarters. It lies just south of Casteddu and The Carytion Naval Fort, the main
west of a small mountain range named the stronghold of the Empire on the island, a
Seven Brothers, where boars and deers are major strategic defensive position in the Sea
hunted by the locals, and whose tallest of Dread, is located in the Judicate of
mountain reaches 1,070 m asl. Casteddu.
76
Gaddura
77
Logudoro
L’Alguer
Logudoro (pop. 14,000)
L’Alguer (pop. 2,000) is an occupies the northeastern
Ispan city on Carytion, and part of Carytion, the most
the main center of the Ispan windy region of Carytion.
culture in the Empire of
Thyatis. Although its capital is
Torres (pop. 1,100), where the Justiciar’s
78
palace and the main port of Logudoro are bunch of farms and houses close to the ruins
located, the most important city is Tatari of the ancient Torralva nuraghe.
(pop. 6,200), the second biggest on Carytion.
NPCs
A city of poets, Tatari is considered the home Marcus is mildly supportive of Justiciar
of the purest Carytian regional language, and Claudia’s idea of a unified Carytion. Marcus
is home to the Academia de Limba Karta feels that the Logudoran language and
(Academy of Carytian language). Although culture would benefit from an official
the authority of the Academia is not widely political union, as it could become the
accepted on the island, most intellectuals leading light for the intellectual life on the
and scholars who want to write in Carytian island. However, he is not sure whether his
tend to use the grammar and orthography subjects would like to be ruled by the
developed by the Academia. Arboreans or - the Immortals forbid! - by the
Casteddans. In the end, Marcus believes that
Another important city in the region is Claudia’s ideas of unity are little more than
Nugoro (pop. 1,800), which lies on the delusions, and thinks that to create four
border with Gaddura. Nugoro is a Baronies on the island would be more feasible.
landlocked city which can be considered the
most traditionalist or the most backward on Claudia likes this silent young man; she
the island, depending on your point of view doesn’t know that Eloisa, her young, 16-year
on the matter. There are many contacts old daughter, has also developed a teenage
between the garrison and politicians in crush on the Justiciar of Logudoro from his
Nugoro and the independentists of frequent travels to Aristanis to discuss
Thiniscole, in Gaddura. science, literature and politics with Claudia
and Pittau, the principal of the Collegium
Torralva (pop. 50) was one of the most Arcanum.
important Kartana cities. Now it is only a
79
In the last five years, Marcus, unbeknownst they left Ylaruam after they obtained from
to all but his closest friends, has had a the current Emperor the possession of the
complicated, on-off relationship with Irene small island where they built their town (AC
Mrazani (born 972, werefox T8, CN), a 739), after which they were also given the
swashbuckler and werefox of Taymoran control (and freeport rights) of the port of
descent. Irene, who is originally from Sulcis, Cadasedda (AC 770), just opposite to U Paize
spends a lot of time away from Carytion as an on Carytion.
adventuress and piratess, and has had other
occasional affairs in the meantime. Irene
loves Marcus very much, but doesn’t want to
lose her freedom and carefree way of
adventuring on the seas. This has given the
thoughtful, introspective man even more
cause for brooding.
U Paize
80
81
82
Special Abilities
Forester Class Details
Magical Spells
Prime Requisites: Strength and
Intelligence. Foresters can cast magical spells just as elves
Other Requirements: Strength and can4, and the wearing of armor does not
Intelligence scores of 12 or more. interfere with their spellcasting ability. They
Experience Bonus: 5% for Strength of require a spellbook to memorize their spells
13 or better and Intelligence of 13-15, each morning just as a regular spellcasting elf
10% for Strength of 13 or better and does.
Intelligence of 16-18.
Hit Dice: 1d6 per level up to 9th level. Once Ilsundal has chosen to imbue a forester
Starting with 10th level, +2 hit points with the ability to wield magic as the elves
per level, and Constitution adjustments do, the human is then instructed in elven
no longer apply. magic by the clan’s Treekeepers. Elven
Maximum Level: 36th magic5 is similar to that of human magic-
Saving Throws: As Fighter of equal users, but due to the elves’ connection with
level. the Immortal Ilsundal and the Trees of Life,
THACO: As Fighter of equal level. it partakes quite a bit of druidic magic. The
Alignment: Lawful. forester may learn any of the elven magic
Armor: All; shields permitted. spells save for those reserved specifically for
Weapons: Any. Treekeepers.
Special Abilities: Magical spells;
Fighter Maneuvers (Lance Attack, Set Foresters are also able to research and learn
Spear vs. Charge); at 12th level Fighter spells from the standard magic-user spell list,
Combat Options; extra language just as a an elf can.
(elven); 1 in 3 chance to detect secret
and hidden doors. As with normal elves, foresters are limited to
Weapon Mastery: Four weapon choices 10th level in their spellcasting ability.
at 1st level, then an additional choice at
levels 3, 6, 9, 11, 15, 19, 23, 27, 30, 33, Fighter Maneuvers
and 36. One additional choice earned
for each 200,000 XP earned after 36th Beginning foresters can utilize the fighter’s
level. Set Spear vs. Charge and Lance Attack
Skills: Alertness and Tracking required maneuvers.
at 1st level. Recommended Danger
Sense, Riding, Signaling (Elf/Forester),
4 F o re s te rs us e the e l ve n s pe l l pro gre s s io n
and Survival (Forest).
c ha rt a s d e ta il e d o n Ta b l e 1 in the Appe nd ix
o f this a rtic l e .
5 F ul l d e ta il s o n e l ve n m a gic s pe l l s c a n b e
fo und in GA Z5 T h e Elv e s o f A lf h e im , pa ge s
63-68.
83
When the forester reaches 12th level, the When foresters reach Name (9th) level, they
character gains the ability to use Fighter are often referred to as lord forester (if male)
Combat Options (disarm, smash, and parry). or lady forester (if female).
Multiple attacks are also gained at 12th level,
which grants the forester two attacks per Land-Owning Foresters
round. Three attacks are possible at 24th
level, and four attacks at 36th level. Foresters may build a special kind of
stronghold deep in the forest just as normal
Languages elves may do6. The character will also
develop a friendship with all normal animals
All foresters can speak Thyatian, their within a five mile radius of the stronghold
Alignment tongue, and the elven language once it is completed.
(Vyalia dialect). They may speak other
languages as Intelligence bonuses dictate. Traveling Foresters
84
Elves of Mystara
85
by Korro Zal
86
engaging in large, pitched battles, the interest and curiosity in these humans who
shaman elected to stage numerous hit and seemed to have such affinity for the kind of
run attacks, dividing his forces into many warfare the elves excelled at. The feeling was
small war bands which harried the elves mutual; not only did Acastian learn about
mercilessly. The elves, worn down by the elven tactics and strategies from his allies,
seemingly limitless number of goblin foes but also a great deal about elven traditions
who proved unusually adept at combating and customs, and even became a proficient
the elves, eventually made the decision to speaker of Elvish. As such, when the conflict
appeal to the Thyatian government for ended and Acastian had delivered his final
assistance. report to the Thyatian senate outlining the
alliance`s success, one Thyatian senator,
Six hundred years ago, Vyalia was nominally Dioclesio Glanavitos, a former military mage
part of the Thyatian Empire, but was largely and conscripti senator3 who had taken a
settled by elf clans and had few humans or personal interest in the issue of increasing
any kind of overt Imperial presence. the magical proficiency of the empire, came
Nevertheless, in response, the Thyatian up with an unusual proposal: would the
government sent a young but capable officer, Greenheight elves, having worked alongside
Acastian Kelmeiarius, and his unit to Vyalia. and come to appreciate their human allies,
Acastian and his men had proven unusually be willing to tutor promising candidates in
adept at skirmishing and commando tactics, magic? The magical proficiency of the elves
having proven themselves in numerous was well-known; surely, he reasoned, here
battles against humanoid foes and bandits was an opportunity to secure magical
throughout the empire. In a campaign lasting training from tutors who were well-practiced
several years, the combined elven and at such and owed a debt of gratitude to the
Thyatian forces drove back the goblins empire to boot. The proposal was well-
steadily. According to historical records, received by Empress Irene4, who herself was
Acastian slew Granark when the shaman a magic-user with an interest in the elves,
marshaled his forces into a last, desperate and intrigued by the proposal
push towards Greenheight, and the
remaining goblin survivors, their morale The senator`s proposal was well-received by
broken, retreated back into Traladara. the Vyalian elves; in fact, Yntherin
Greenheight went a step further and
During the campaign, Acastian and his proposed that in addition to training magic-
soldiers forged strong bonds with a number users for the empire, worthy Thyatian
of elves, granting both sides a chance to learn soldiers could also be trained in Elven tactics
from each other. In particular, Acastian to create units of scouts and skirmishers who
struck up a friendship with the elf lord could work well alongside Elven soldiers. As
Yntherin Greenheight, who possessed a great humans were unable to learn the ways of
a s s um e d m a ny d iffe re nt guis e s s im pl y to 3 S e e “ Se n a t o r s o f t h e T h y a t ia n Em p ir e ” in
c a us e tro ub l e . It is a l s o s pe c ul a te d tha t T h r e sh o ld is ue #4
G ra na rk m ight ha ve po s s e s s e d a n a rtifa c t o r
inte l l ige nt s wo rd tha t pus he d him to wa rd s 4 S e e J a m e s R uhl a nd ’ s “ His to ry o f the
s uc h a c o m b a tive s ta nc e to wa rd s e l ve s . Thya tia n Pe o pl e ”
87
fighting and magic as Elves do5, Yntherin did the respect he was being shown, decided to
not envision the humans who had fought hold the ceremony at the clan’s Tree of Life,
alongside the Elves as candidates for magical and many prominent clan members and their
training, but rather nominated his friend Treekeeper were also in attendance. As
Acastian and many of his soldiers to serve as Yntherin declared his friend an honorary
the first recruits for this new unit. The member of the Greenheight clan, a presence
Thyatian government, pleased at having made itself felt to all present. To the shock
secured such cooperation, immediately and surprise of all who were in attendance, a
promoted Vyalia to County status and made ghostly arm extended itself from the Tree of
Yntherin its ruler, instilling strong bonds Life and descended upon the kneeling
between the Elven peoples of Vyalia and the Acastian, who could only stare in awe at the
rest of the Thyatian Empire. spectacle. As the ghostly hand made contact
with his brow, the Thyatian officer felt
According to the autobiography he penned himself being infused with an energy he
towards the end of his life, Yntherin decided could not truly understand but could neither
that as a reward for his human friend's doubt the power of, one which caused him
courage and loyalty to the Greenheight Elves, to be seized with visions of the elves and
he would honor Acastian with a special their history, their joys and their sorrows, to
ceremony. The far-sighted elf was not merely hear fragments of famous elven poems and
thanking his friend; given the growing power songs, to feel the profound connection
of the Thyatian Empire, he reasoned that between the elves and the forests, and finally,
securing stronger bonds between elves and to grasp within his very soul the magic which
humans would benefit both sides in the long is inherent to the elven experience and way
run. But the elf lord also did not want to see of life—indeed, perhaps the magic which
the elves become subservient to or gives elves life. In that moment, Acastian had
dominated by the humans, so he sought to transcended the normal human capacity for
create an alliance that would instill respect understanding, receiving an insight into the
for the elves and their culture by impressing way of the elves that not even his years living
upon the Thyatians the strengths of his amongst them had provided.
people. Providing magical training was one
sure way to do that, but creating loyal friends No one present truly understood what had
and allies within the Thyatian military would happened, but all the elves clearly grasped
prove even more effective, he reasoned. And this was the work of Ilsundal, their immortal
in Acastian, he wrote, he had found a friend patron. This was confirmed when the clan
and ally who could help him forge an Treekeeper, in communion with their
alliance of mutual respect and dependency. patron, learned that Ilsundal had chosen to
favor Yntherin`s decision to make Acastian
What happened next surprised everyone. an honorary member of the clan by instilling
Yntherin, in order to impress upon Acastian within the noble human part of the power of
5 This s ta te m e nt a s s um e s the B ECM I rul e s the elves—namely, their inherent ability to
s ys te m ; if us ing a l a te r e d itio n, the re m a y
we l l b e o the r k ind s o f hum a ns who c a n wie l d
a rc a ne m a gic in a rm o r.
88
89
-should a particular family find the candidate themselves a citizen of Vyalia and a member
suitable and believe he or she has the of their elven clan, which by default also
necessary affinity with the elven way of life in declares them to be Thyatian citizens.
addition to the family in particular, then they
will invite the candidate to live with them, Once a candidate begins his or her training,
upon which their training as a Forester will they begin their new lives as a member of
begin. their adoptive elven family. They are
expected to obey the family elders faithfully,
Not all candidates come from the county, absorbing all they have to teach. Candidates
however; many Vyalian elves and Foresters are assessed at all stages to evaluate their
are adventurers, and travel extensively loyalty, honesty, sense of honor, affinity for
throughout the empire and visit many the elven ways and their reverence for the
different nations. Should they encounter an natural world in general and the forests in
individual who seems a strong candidate particular.10 Should the candidate at any
(again, not a decision made lightly—such a stage fall short of these expectations, they
situation usually comes about when they can be dismissed from their family, and when
have opportunity to observe the individual this occurs their chance at becoming a
over an extended period of time to assess Forester is forever gone—no other elven
their character), they may invite the family will adopt them. If the candidate
individual to Vyalia if he or she seems should prove worthy, however, then after
interested in the possibility. Most of these three years or so the adoptive family's elders
individuals are Thyatians, but occasionally will begin consulting with other clan
citizens of other nations are chosen as well. members and Foresters who have witnessed
The Guild has an understanding with the the candidate's training. If all are in
Thyatian government in which they will not agreement that the initiate has the necessary
train a member of a nation considered qualities to join the ranks of the Foresters,
hostile to the empire, meaning that citizens then they will be taken to the Tree of Life
of Alphatia are almost always out of the and initiated into the guild and made
question. Typically, at any given time there members of their adoptive elven clan in the
are at least a few Karameikans and same solemn ceremony Acastian experienced
Darokinians amongst the Guild`s ranks, with eight centuries ago.
those of other nationalities present much
less commonly. In any case, upon becoming
a Forester the individual must declare
c l a ns , na m e l y the B l ue l e a ve s (a rtis ts ),
10 The re is a no the r d is c re pa nc y in the Da wn
Ethe re d yl s (phil o s o phe rs ) a nd Hie ryd yl s o f t h e Em p e r o r s b o xe s s e t he re ; the Du n g e o n
(s c ho l a rs ) o nl y ra re l y s po ns o r F o re s te rs give n M a st e r ’ s So u r c e b o o k s ta te s F o re s te rs m us t
the ir l a c k o f e m pha s is o n m a rtia l purs uits . b e L a wful , whil e the P la y e r ’ s Gu id e t o
The fina l c l a n, Tre e s hie l d s , is ve ry m a rtia l l y T h y a t is s ta te s the y m a y b e o f a ny a l ignm e nt.
o rie nte d , b ut m a ny o f the ir m e m b e rs a re Aga in, I ha ve c ho s e n to go with the fo rm e r.
tra d itio na l is ts who l o o k upo n the F o re s te rs In s ys te m s o the r tha n B ECM I, “ L a wful ”
with s o m e s us pic io n a nd thus ra re l y s po ns o r s ho ul d b e inte rpre te d a s a n a d he re nc e to
the m . e l ve n tra d itio n, l o ya l ty to the e l ve n c l a n, a nd
a n ho no ra b l e d is po s itio n.
90
91
One last note of importance concerns the Foresters receive their powers through the
legal status of Foresters. Although citizens of grace of the immortal Ilsundal, who created
Thyatis, Foresters are also, for all intents and them to instill greater bonds between
purposes, considered members of their elven humans and elves. This serves two purposes:
clans. The Vyalian clans are granted a certain firstly, it helps impress upon humans a
amount of autonomy within Thyatian law, reverence for the elven way of life and the
and barring any crime short of treason or natural world, encouraging a respect for both
something equally heinous, clan members that would blunt any destructive urges
accused of breaking the law have the right to towards either, be it through over-cutting of
be tried by their clan. The clans will protect the forests or wars of aggression towards the
a Forester as they would any other elf, elves. Secondly, it encourages the elves to be
though as noted above crimes that are less reclusive, seeking out good relations
serious enough may cause this protection to with humans in order to forge alliances that
be lost--although crimes of that magnitude would protect the race.
are likely to strip a Forester of his or her
status anyway, upon which they will no As such, Foresters are bound to embody
longer be considered a member of the clan. these goals as best as possible, helping to
foster good relations between the two
peoples and protect the forest lands of their
home. They must also uphold high standards
of personal conduct in order to present the
order as honorable and trustworthy,
ensuring that their word will be respected in
92
times of trouble (which is particularly - torture and slavery are out of the
important in an empire such as Thyatis question (Foresters do not have to
where treachery is commonplace). Towards oppose these actions at every
this end, Ilsundal monitors the actions of his opportunity, particularly when it would
Foresters as he does his clerics, and can harm Elven-Thyatian relations, but they
withdraw a Forester`s powers if he or she is will never actively participate in them)
found to have acted contrary to these goals.
In particular, Foresters are expected to A Forester who falls short of such ideals may
demonstrate absolute loyalty to their elven receive a warning from Ilsundal, usually in
clans and to act in an exemplary fashion, a the form of a dream where the immortal
code of conduct which includes the makes his displeasure with the offender's
following tenets: actions known (though he never actually
appears in such dreams or speaks directly to
● Obey the orders of elven clan leaders, as the offender--usually the dream utilizes
well as the head of the Forester's Guild symbolism and metaphor to make such
● Respect and protect the natural world-- points). A Forester who ignores such
hunting and logging are acceptable, warnings or egregiously violates his or her
provided it is done in a sustainable code will have their powers immediately
fashion and for necessary reasons stripped from them, and once this is done
(hunting for sport is prohibited) there is no chance of redemption--he or she
● Refuse any course of action which would is cast out forever, unable to wield magic at
harm or betray the elves (should the all.
Forester be placed in a no-win situation
where he or she is forced to take an A Forester in good standing, however, is
action that would cause harm to elven immediately recognizable by clerics of
peoples, the lesser evil must be chosen) Ilsundal, who can sense the deep connection
● Seek to promote good relations between the Forester has with the immortal. They will
the Vyalian Elves and the other peoples of tend to view a Forester in much the same
Thyatis in order to ensure the safety and way as other faiths might a paladin, and will
stability of the elven clan (again, if placed consider him or her one of their own,
in a no-win situation, the Forester must allowing them access to elven records,
carefully choose the best way forward documents and histories that most humans
possible) would be barred from reading. Furthermore,
● Avoid the treacherous conduct common Ilsundal guides the actions of powerful
throughout Thyatis, emphasizing honesty Foresters; characters capable of casting the
and integrity--a Forester's word is his or Contact Outer Plane spell automatically
her bond (dishonesty and subterfuge in reach Ilsundal, who will answer questions
times of conflict against enemies of the pertaining to the elves without any chance of
elves or Thyatis is acceptable, in driving the caster insane or lying (though the
moderation) chance of knowing remains the same—
● Inflicting unnecessary pain or hardship
on others, even enemies, is to be avoided
93
consider Ilsundal to be at Distance 8 for the such individuals are noted here in the history
purposes of these questions, 3 for others).14 that follows (with a focus upon the present
day). Some abbreviated statistics are
The Forester`s bond with Ilsundal is not included, which requires some explanation.
merely meant to instill reverence, however;
it also has to do with the nature of the Level: The listed levels assumes a 36-level
connection between the two. Ilsundal grants progression, as used with Irondrake`s
Foresters their elven-based ability to wield version of the Forester (see the article in this
magic while armored via the immortal spell issue). If you are using the classic BECMI
Bestow, which costs 5 Permanent Power level progression with Attack Ranks, assume
Points per use. However, since there are ranks D and E are equivalent to levels 11 and
roughly around 160 Foresters in the order at 12, with each successive rank worth three
any given time and the guild has existed for levels (thus a Forester with a listed level of 24
800 years or so, it is clearly impossible for would be Attack Rank I). If you are using 2nd
even a powerful immortal such as Ilsundal to or 5th edition (or another system with a 20
expend such power. He accomplishes such level progression), keep levels the same with
using a special technique he developed all classes up until level 12 and then count
which causes the points to return to him each three additional levels as one level (so
upon the end of the Forester`s service the above-mentioned level 24 Forester would
(usually this occurs at death, though be level 16).
Foresters who violate their code can have the
bond severed much quicker), but this Alignment: The BECMI three alignment
requires a close relationship between the system is used, with the nine alignment
recipient and the patron immortal in order version used in later editions appearing in
for this to work. The Forester's utmost parenthesis.
adherence to the teachings of Ilsundal and
the sacred vows he or she makes to defend Half-Elves: In BECMI, these should be
and respect the elven clan makes this considered racially human with some elven
connection possible. (This is also why few features (possibly using the option in GAZ5
immortals maintain such orders, as Ilsundal that grants infravision in exchange for a small
is investing about 800 of his Power Points in experience penalty).
the guild, something only a powerful
immortal would even consider doing—and Class: If using 2nd edition, typically the
even then, only with good reason.) Ranger class would stand in for the Forester,
15 The Ho llo w W o r ld B o x s e t m a k e s
CONVERSION NOTES re fe re nc e s to F o re s te rs a m o ngs t s o m e o f the
c ul ture s tha t l ive the re . Ho w a nd why
F o re s te rs c a m e to b e the re is pro b a b l y b e s t
In the eight hundred years of its existence, c o ve re d in a s e pa ra te a rtic l e . In a d d itio n, the
the Guild of Foresters, a tradition unique to M e rc ha nt- Princ e s o f M inro tha d c o ul d a l s o b e
Thyatis15, has generated numerous heroes c o ns id e re d a s pe c ia l iz e d k ind o f na utic a l
who have served the empire bravely. A few F o re s te r s po ns o re d b y Ca l itha S ta rb ro w, who
wo ul d a l s o ha ve a re a s o n to fo s te r s tro ng
14 As pe r the rul e s fo r Co n t a c t O t h e r P la n e hum a n- e l ve n re l a tio ns l ik e Il s und a l d o e s .
in the R u le s Cy c lo p e d ia .
94
but I feel the Ranger class isn't “magical” evenly between the two classes, and may
enough to properly simulate a Forester. This never dual-class as humans normally can
issue can be solved by building Foresters as
multi-classed Ranger/Magic-Users (an (Under these rules, calculate Forester
exception is made in this case regarding the levels as normal for a 20-level
prohibition against humans multi-classing) progression, and then subtract two to
and creating a Forester kit for these determine the Forester’s Ranger and
characters, which involves the following Magic-User levels. As such, a 24th level
changes: Forester should be a 14th level Ranger/
14th level Magic-User with the Forester
● Cleric spells of the Animal and Plant kit.)16
spheres may be used as if they were
wizard spells, and are recorded in spell If using 5th edition, the Forester Guild can be
books (this replaces normal Ranger spell created as an Organization, as found in the
casting) 5E Dungeon Master's Guide. This
● The Alertness skill (see the Red Steel organization provides more benefits than the
Character Guide) must be chosen at 1st others, but demands more in return:
level
● Spell casting can be performed in armor, Requirements: The character must be a
which differs from the standard 2nd Ranger of good alignment who has lived
edition rule that only multi-classed elves amongst the Vyalian elves for at least three
and half-elves in elfin chain can cast years and taken forests as their Favored
magical spells while so protected Terrain. Once the first point of renown is
gained, the character is initiated as a clan
However, the following strictures also apply member.
to balance out these hefty benefits:
In exchange for these numerous benefits, the
● Spells from the schools of Invocation and Forester is bound by the code of conduct
Necromancy cannot be learned mentioned above, and failure to do so or loss
● Should the Forester betray his or her of their good alignment will strip them of all
clan, or perform an evil act, all magical magical powers and reduce their renown to
powers are lost as is Ranger status—the 0, which can never rise higher again as they
character becomes a Fighter of equal will be banished from the order. By
level, with his or her experience point appealing to another immortal, normal
total dropping to the lowest number Ranger spell-casting powers might be
needed to qualify for the level regained, but the bonuses above never will
● The character will be assigned missions be, not by any means.17 The Forester's Guild
from his elven clan or the Guild of
Foresters occasionally, and enemies of 16 If the s e rul e s a re us e d , the R id e rs o f
the guild will target her as well R e nya rd in the Dr a g o n M o u n t a in b o x s e t
s ho ul d b e c o ns id e re d to ha ve the F o re s te r k it
● Human Foresters are treated as multi-
classed characters, dividing experience 17 R ua id hri Ha wk b a ne is k no wn to ha ve
d o ne this , re s to ring the s pe l l a b il ity o f a n
95
e x- F o re s te r who s e e l ve n l o ve r wa s s l a in b y
we re b e a s ts a nd s ub s e que ntl y vio l a te d the
F o re s te r c o d e in purs uit o f re ve nge .
96
97
524 AC: After failing to find an immortal relies upon the Retebius Air Corps. They are
sponsor in the Sphere of Energy, Rishardian assisted by the Forester hero and Griffon
(who has magically extended his life) turns Knight of the Air Callisine Acropatian (Male
to the Sphere of Entropy and is accepted as a Kerendan Lawful (LG) Forester 27) who,
candidate for immortality by Thanatos, who along with a cadre of his fellow Forester
still bears ill will towards the order given Knights, manages to slay the opposing
their role in suppressing the Hattian Alphatian admiral, after which the battle is
revolution. Rishardian (Male Alphatian mostly won by Thyatis. In the years to come,
Chaotic (CE) Magic-User 36) remains Emperor Wien Dien-Ling honors both
interested in somehow reverse-engineering orders, renaming the Retebius Air Corps the
the process which creates Foresters to create Retebius Air Fleet. This, in turn, starts a long
similar agents in his service. He takes era of cooperation between the Fleet and the
advantage of the conflict in Alaysia to kidnap Forester Guild, which at any given time in
several Foresters for experimentation. the years to follow has several members
serving as Knights.24
547 AC: Foresters and Vyalian Elves are
invited to Minrothad by the Sea Elven clans 571 AC: Investigating reports of a missing
in an attempt to dispel the mistrust between Forester, several members of the order, led
the guild and Minrothad. There is an ulterior by Callisine, stumble upon Rishardian`s lair.
motive; the Minrothaddans, already skilled They destroy the lab and free their comrade,
with Alphatian sea magic, are interested in forcing the Alphatian wizard to flee. Thanatos
creating a corps of merchant princes from abandons the wizard, who, bitter at his
the ranks of human merchant captains.22 failure to secure immortality, becomes a lich
Instead of utilizing the Forester method of in the years to come, continuing to prey
having a candidate live with the elves, upon the order.
however, they use the Tutorial Guild to
instruct students.23 585 AC: The legendary Forester hero
Callisine Acropatian leaves Thyatis on his
565 AC: Following a series of prolonged quest for immortality, sailing south towards
conflict between Alphatian and Thyatian Davania with his friend Bastius Occandro
colonies in Alaysia, an Alphatian advance is (Male Minrothaddan Neutral (LN) Fighter 12-
halted near Fabia in a battle that heavily Merchant Prince 10). They are never seen
nor heard from again.
22 This re fl e c ts m y vie w tha t M e rc ha nt
Princ e s a re a S e a El ve n ve rs io n o f the
F o re s te r, tho ugh o rie nte d to wa rd s tra d e a nd 612 AC: Angelius Cantrithus (Male Thyatian
s e a fa ring, a nd b o und b y Ca l itha S ta rb ro w. Chaotic (NE) Fighter-Avenger 18), a failed
This a l l o ws the m to c a s t s pe l l s in a rm o r a s Forester initiate and Knight of Thyatis, strikes
F o re s te rs d o . a bargain with Rishardian--in exchange for
23 It is n' t c l e a r e xa c tl y whe n s pe l l - c a s ting magical assistance to help boost his career,
hum a n M e rc ha nt Princ e s o rigina te d in he uses his contacts within the Agentes to
M inro tha d d a n his to ry; I a s s um e d this to ha ve
o c c urre d in the 6 t h c e ntury b a s e d o n the 24 S e e J a m e s R uhl a nd ’ s “ His to ry o f the
his to ry o f M inro tha d in T h r e sh o ld #4 . Thya tia n Pe o pl e ” a t the Va ul ts o f Pa nd ius
98
learn the details of several missions involving Alphatian Lawful (NG) Forester 21), an
Foresters, using that information to help the Alphatian by blood born in the Thyatian
lich secure Forester subjects for his territories on the Isle of Dawn, uses his racial
experiments. appearance to go on an extended tour of
Alphatia, which lasts several years. Upon
620 AC: After years of attempting to track returning to Thyatis, he pens the book A
down several missing Foresters, Galetinius Thyatian`s Travels in Alphatia, which is still
Halanenan (Male Thyatian Lawful (LG) considered the definitive guide to Alphatia
Forester 10) discovers Angelius`s role in within the present-day empire.
helping to ambush the missing members.
Summoning several allies from the Guild, he 797 AC: Foresters, both Knights of the Air
discovers a dungeon complex beneath and those serving in marine units, help halt
Angelius`s estate where he makes the the Alphatian advance towards the Pearl
chilling discovery that the captured Foresters Islands25. This marks the first time Foresters
have been experimented upon and used to are secreted in marine units, and their
make a new kind of undead creature. The surprising magical support helps overpower
Foresters destroy most of the horrors before the Alphatians in many boarding actions.
Rishardian arrives to save the last few Many Pearl Islanders develop an affection for
specimens and teleports away with them— the order as a result, which leads to some
although he never succeeded in creating his political cooperation amongst the
own warrior-mage minions, he did discover Philosopher faction of the Senate. 26
99
100
101
treason, the empire tests their loyalty by pondering such visions, sends her nephew
making increasing demands of the guild, Justinian Lymianoporus (Male Half-Elven
constantly requesting Foresters to be sent on Lawful (NG) Forester 12) at the head of a
dangerous combat missions, as opposed to delegation to meet the elven refugees en
the usual espionage missions they are no route and help guide them to Karameikos,
longer trusted with. Many members, eager to where the Vyalian elves also have a presence.
prove their loyalty to Thyatis, accept such
missions, and suffer many casualties as a Other Foresters, guided by Ilsundal and their
result. By summer, more than twenty have own moral compasses and dislike for Thyatis'
died in various operations, a serious blow to imperialist policies, quietly help the Pearl
an order that only numbered less than 200. Islanders and Ochalea in their independence
Reynard calls upon the order to join him, movements, and both declare independence
stating that Thyatis is hopelessly corrupt and by winter. Such an act would have been
not worthy of the Foresters' service. unthinkable even in spite of the Foresters`
dislike of Thyatis' historical treatment of
In the fall, as Alfheim's trees begin to sicken, those regions only a few short years ago, but
Ilsundal becomes increasingly alarmed. He the actions of the past two years have
sends more dire visions to the order, and weakened the Foresters' loyalty to their
Larandia quietly sends some Forester agents parent nation--many see themselves
to Darokin to help investigate. increasingly as servants of Ilsundal rather
than imperial citizens.
1007 AC: With nearly fifty casualties, and the
order's reputation still heavily damaged, 1008 AC, Spring: Reynard and his fellow
morale is lower amongst the surviving Alphatian Foresters help with the pacification
members of the order than it ever has been of Helskir, which causes the order's
in its history. Reynard continues to help his reputation to suffer even further. Even within
Alphatian masters, and there are incidents Vyalia, few applicants seek to enter the order,
where Foresters traveling within Thyatis are and a handful who do are murdered on their
attacked, often by emboldened Hattians, who way to Foreston by Storm Soldiers who have
have long nursed a grudge against the order. hidden themselves within the County for that
purpose. Even after they are caught, public
With the fall of Alfheim, Ilsundal comes to a opinion against them is muted, much to the
decision. Although he still values the order, order's chagrin.
he realizes it suffers from divided loyalties
and thus must change to address this issue. Justinian and his followers reach Karameikos
He sends further visions to many prominent with the Alfheim refugees, who are granted
Foresters, showing the order assisting the dominions in the eastern forests of
elves fleeing Alfheim and settling in countries Karameikos. They provide what assistance
other than Thyatis, showing a future guild they can, establishing good relations with the
largely defined by loyalty to the elves and Callarii and Vyalian Elves who live in that
organized amongst several nations rather nation.
than bound to merely one. Larandia, after
102
1008 AC, Summer: The war continues to go In the duel which follows, he slays Reynard,
poorly for Thyatis, with the Alphatians in a but the ship is critically damaged and
position to attack mainland Thyatis. Petroniel crashes, killing Petroniel in the process. The
Halataum (Male Kerendan Lawful (LG) Alphatian advance is stopped--for now--and
Forester 15), a Knight of the Air, Petroniel becomes a hero of the empire for
accompanies the Retebius Air Fleet and his brave sacrifice, helping to restore some of
several other Forester Knights to meet the the order's lost prestige. The only Forester to
Alphatian fleet before it can reach the survive the battle is Trention Lycostorion, a
Thyatian mainland. Still deeply loyal to the Pegasus Knight33, who also becomes a hero
empire, Petroniel is determined to stop the of the order. While this helps the Forester`s
Alphatians at any cost, though his resolve is Guild somewhat, the fact that two of its
tested when he learns his former friend, members have been forced to kill each other
Reynard, is helping command the Alphatian is yet another terrible blow to the morale of
fleet as an advisor on Thyatian tactics. its members. Although some still favor a
union with Thyatis, the majority are now
Petroniel communes with Ilsundal, asking his looking towards Karameikos and embracing
patron immortal what he should do. Ilsundal Ilsundal's visions of an order that transcends
is torn--although members of the order are national boundaries.
now in conflict, both sides are doing what
they believe is in the best interests of the 1009 AC, Spring: Forester agents and
elves and the order, and Reynard has been skirmishers help slow the Alphatian advance
led to this path by Ilsundal's own influence. into Thyatis, but given the casualties they
Petroniel acts as he does because he is have suffered and the fact that still more have
convinced that a strong union with Thyatis is chosen to go to Karameikos to help the elves
best to preserve the guild and protect the there means their numbers are limited. Still,
ways of the Vyalian Elves. Bitterly realizing they engage in enough acts of heroism to
that he has caused this sad turn of events, further repair their tattered reputation within
Ilsundal strips none of the Foresters involved the empire.
of their powers, and has no answers for
Petroniel. Justinian and his fellow Foresters consult
with the Karameikan elves about setting up a
Petroniel decides, reluctantly, to go into branch of the Foresters within Karameikos.
battle with his fellows. In the events which Ilsundal informs the Treekeepers of those
follow, he finds himself pitted against the Alfheim and Callarii clans that he will honor
Alphatian airship the traitorous Reynard any such ceremony performed by them,
travels on, and after his hippogriff is mortally provided the same standards are kept. The
wounded Petroniel is forced to crash onto elves, still struggling to adjust to their
the deck of the ship and face Reynard directly situation, gladly accept the help.
alongside a contingent of his fellow Knights
of the Air. For the first time in the history of
the order, two Foresters find themselves
33 This is the s a m pl e c ha ra c te r pro vid e d in
fighting each other on opposite sides of a war.
the Da wn o f t h e Em p e r o r s b o x s e t.
103
1009 AC, Fall: The war finally ends for a follow, Larandia will swear loyalty to
battered Thyatis, and the Foresters there are Eusebius after his father's death in 1012, and
freed at last from having to fight the the order will continue to engage in the sorts
Alphatians. The order's reputation is of activities it did before the war. However, it
improved, though still nowhere near what it will never enjoy the same level of prestige it
was before the war. The Week Without Magic did before the conflict, as Reynard and his
shocks the Vyalian Elves and the Foresters to cohorts will form a stain on the guild's
the core, however, and during this time reputation for a long time. There are still a
vengeful Hattian terrorists, guided by fair amount of senators and government
Thanatos, assassinate several weakened officials who feel the order was not punished
Foresters. sufficiently, or even favor disbanding it
outright.
Larandia calls a meeting of the Forester`s
Guild, and outlines her vision of the future of However, the order no longer exists solely in
the order. She approves of Justinian's efforts Thyatis. The Karameikan Guild of Foresters
to establish a Karameikan branch of the also grows in size, accepting promising
order, as she senses that this is Ilsundal's will. Karameikan students who are sponsored by
She gives every member of the order a Alfheim, Callarii and Vyalian clans. Justin
choice--they may stay in Vyalia, or go to Karameikos, Stefan's second son, sensing that
Karameikos. Of the sixty surviving Foresters, Karameikos's new elven population will
forty choose to renounce their Thyatian prove critical to the future of the nation,
citizenship and go to Karameikos. The chooses to apply for entrance into the order
remaining twenty, including Larandia, and is accepted, fostering even greater ties
choose to stay. between the nation and the new Karameikan
Forester`s Guild. Relations between the two
In Karameikos, Justinian seeks out and is guilds are good, and this causes some
granted an audience with King Stefan. He trouble for the Thyatian branch, as
proposes a Karameikan Forester's Guild that Karameikos refused to aid Thyatis during the
will swear loyalty to Karameikos rather than war.
Thyatis. Stefan is somewhat reluctant to
accept members of a formerly Thyatian The Order of the Griffon welcomes Foresters
martial order, but, after consulting with his to its ranks, and several former Knights of the
advisors, chooses to accept the offer. The Air amongst them are instrumental in efforts
Order of the Griffon makes contact with the to secure griffon mounts for the knighthood's
Foresters, hoping to establish ties. use.34
1010 AC: With the sinking of Alphatia, the In time, efforts will be made to expand the
conflict is finished. The Forester's Guild in order into Darokin as elves begin to return
Vyalia remains, and once again is receiving a there to help save the Canolbarth forest.35
healthy number of applicants, moved by tales
of Petroniel's heroism. In time, the order will 34 S e e K a r a m e ik o s: K in g d o m o f A d v e n t u r e
grow to its original size. In the years to b o xe d s e t.
35 S e e the M ys ta ra n Al m a na c s fo r the ye a rs
104
105
Imperial Explorers!
by Francesco Defferrari (Sturm)
A short list of the most famous Alphatian
and Thyatian explorers, compiled in AY
2020 by Thiserstian of Alphatia, magician
and scholar of the Imperial University.
106
References:
Dragon Magazine issue #153
“A Short Reference to Thyatian Literature” by
Giulio Caroletti and James Ruhland
(originally published in Tome of Mystara
issue #3)
2 S e e “ Lo st Civ iliz a t io n s o f T h y a t is a n d
A lp h a t ia ” in this is s ue o f Thre s ho l d
m a ga z ine .
107
References:
The History of the Ispan People
Alzendarius
An Alphatian mage and explorer who
reached the lands of Borea in AY 1479 (AC
479). He also established a tenuous trade
route between Alphatia and the northern
port-city of Azure.
References:
The Borea Project
Zyndryl of Aquas and the
gnomes who preceded him
The King and founder of Aquas is certainly
famous as an explorer of the seas around
Alphatia. He was preceded by several gnomes
who built the first aquatic vessels now in use
in the undersea city. Zyndryl unfortunately
perished in AY 2009 during the great
earthquake, yet succeeded in saving his city
from destruction.
References:
Aquas (Kingdom of)
Official details about Metropolitan Alphatia
108
Rory Barbarossa
109
110
References:
Events of Flaurmont AC 1017
Events of Kaldmont AC 1019
Minaea (Confederated Kingdom of)
Julius Ambrosius
References:
Events of Vatermont AC 1017
Events of Kaldmont AC 1019
Paulus Angelinus
111
112
More than 50.000 years before the Landfall, It is not very clear what caused a decline of
ancient kingdoms dominated the Alphatian the Pardasta population in the Alphatian sea,
sea. One was the Empire of Aran, in what is but it may well be a combination of factors.
now the southern Isle of Dawn, home of the An almost unknown reptilian race, called
powerful spider people. To balance its Carnifex in ancient chronicles, certainly
power, there was the Fairy Kingdom of Aasie became prominent in Davania and reached
in the Alphatian mainland. The northern as far as the Alphatian sea. Climate changes
parts of the Isle of Dawn and Alphatia were and diseases probably played a role too in
dominated by Giants, as were several areas of the Pardasta decline. Anyway around 14000
Brun, where the powerful brute men years before the Landfall the Carnifex empire
civilization also thrived. Several reptilian and was very powerful, and lizardmen, gatormen
amphibian races, especially lizardmen and and frogfolk, probably used by the Carnifex
frogfolk, dominated the southern islands and as slaves, also rose in numbers in eastern
Bellisaria. The Burrowers3, powerful Brun, the Isle of Dawn, the Alatians, Ochalea,
monsters created by evil immortals, southern Alphatia and Bellisaria. The Fairy
destroyed these civilizations, or weakened Kingdom of Aasie, the giants of the north and
them much, leaving the Alphatian sea the Empire of Aran however were able to
partially open to new colonizers. And they contain the Carnifex advance in the Alphatian
came soon. sea.
113
The Third Wave: Oltec and particular had a powerful empire in Davania,
Lhomarrian Humans and they successfully defeated the Carnifex,
but they too were destroyed by a great
The olive skinned Lhomarrian humans and earthquake about 6000 years before Landfall.
the copper skinned Oltec humans came both
from the area of modern Esterhold starting According to some texts, they could be the
their slow migrations even before the height main ancestors of the Yanifey humans who
of the Pardasta civilizations, around 45000 inhabited Alphatia before the Landfall. In this
years before the Landfall. At the beginning age, Alphatia was called Atlan or Aztlan4,
they were only small and weak groups, who probably the first was the Lhomarrian name,
had to bargain for their lives with the more the second the Oltec one. The existence of
powerful races inhabiting the Alphatian sea. an actual powerful kingdom called Atlan is
From 11000 years ago however their disputed, and it is not even sure if it was an
numbers were considerable, and they had 4 This is a l ittl e ins id e j o k e a s in CM 1 T e st
already founded many cities along the coasts o f t h e W a r lo r d s. The c ro ne s o f Crys tyk k c a l l
of Esterhold, Bellisaria, Alphatia, the Alatians Al pha tia “ Atl a ntis ” , s e e pa ge 2 7 o f the
and the Isle of Dawn. The Lhomarrian in m o d ul e . S o I s uppo s e it c o ul d ha ve b e e n the
na tive na m e o f the gre a t is l a nd .
114
References;
My main sources were the following articles The Fourth Wave: Serpentine
by Geoff Gander, Giampaolo Agosta, Arila Empire
Pires Dos Santos, Giulio Caroletti and
Simone Neri, but their ideas about the past The Serpentine Empire of Davania, also
of Alphatia could be much different from known as Old Arypt, had a great expansion
the ones I detailed above. after the fall of Lhomarr, and came to rule
land as far as the modern Known World and
Lhomarr: The Land, Its People, and Their the Isle of Dawn. In the Alphatian sea its
History expansion was contained by the Gandhar
“Of the Lore and Legends of Y'hog, City of empire of the Giants, which at the time ruled
the Unclean Ones, and of that Race” also over fairies and human populations. The
115
Aranea kingdom in the Isle of Dawn and the The Fifth Wave: Blackmoor
oltecs of Aztlan were also instrumental in and Thonia
stopping the Serpentines. As said before, I
have almost no reliable information on The expansion of the human empires of
Aztlan, but I have some clues that its capital Blackmoor and Thonia in Skothar had
may have been the modern Archport. It relevant consequences on the Alphatian sea.
seems that the Yanifey culture developed at The Thonians created a powerful colony in
this time from an alliance between humans the southern Isle of Dawn and the modern
and fairy folks, but it was menaced by the Alatians, dominating the local Oltecs. The
giants and the Aztlan. Blackmoorians had an important colony in
eastern Brun and several outposts on the
In Brun, the powerful Draconic empire coasts from Skothar to Brun. The Gandhar
dominated vast lands, but the giants of empire of giants maintained its power in the
Gandhar kept it away from the Alphatian sea. northern Isle of Dawn and Alphatia.
Skandaharian colonies, an ancient northmen
culture, were created in north western
References: Alphatia. The rest of Alphatia was apparently
My main sources were the following articles ruled by Yanifey kingdoms, the most
by James Mishler, Bruce Heard, Giampaolo important being Nafer, probably heir of the
Agosta, Arila Pires Dos Santos, Giulio mythical Aztlan empire. Bellisaria was ruled
Caroletti and Simone Neri: by the Asyidhia culture and the powerful
kingdom of Bahldaraat-khor. The Mawa
The Age of Blackmoor human culture, from the Sea Kingdoms of
The Alphatian Province of Ambur the Farend ocean, also started to colonize the
Ethnographic History of Mystara southern seas from Bellisaria to the Pearl
A Timeline of the Oltec Man Islands and beyond.
History And Evolution Of Rakastas
References:
See Geoff Gander’s article: Bahldaraat-Khor
See Simone Neri’s article “Real World
Inspiration for the Isle of Dawn” for
infirmation about the Asyidhi; they would
be an Oltec population related to Afridhi
and Jennites of Skothar, progenitors of
Nithians, Thothians, Alasiyans and similar
Mystaran cultures inspired by Earth’s Middle
East.
See James Misher’s article “History of the
Isle of Dawn”
The Mawa would be M-polynesian created
by me in “Peoples of NE Davania” from
previous discussions in the Mystaran
community.
116
The Sixth Wave: Antalians and vast lands in Brun, the northern Isle of Dawn
Dunharians and Alphatia, and I have some archeological
evidence that elves lived in our island
With the Great Rain of Fire, the existing continent too. Further studies will be needed
civilizations were pretty much swept away, to ascertain the lineage of such elves, who
and new ones replaced them. The Pardasta could be related to the mysterious
and other rakasta breeds, persecuted in Trueflowers of the Isle of Dawn. Certain
blackmoorian times as beastmen, rose back nations of Brun had an influence on the
to power in Bellisaria and Ochalea, and other Alphatian sea region too, in particular the
areas. The Mawa humans expanded in the lizardmen of Mogreth certainly had some
southern islands. Some cultures related to colonies in the western Isle of Dawn, the
the modern Thothians, like the Asyidhi, the dwarves of the Shimmering Lands probably
Afur and the Neeth, flourished in northern had colonies both in the Isle and in modern
Bellisaria, southern Alphatia and the eastern Stoutfellow5. The humans of Taymora
Isle of Dawn. Fairies and giants dominated
5 The Dawn of the Emperors boxed set
states that Stoutfellow was settled by
dwarves and gnomes only “fifty years
ago” (AY 1950 or AC 950). I find this
117date completely unbelievable, so I’ve
arbitrarily decided that Stoutfellow has
THRESHOLD: The Mystara Magazine been inhabited by dwarves for more than
Issue #11
5000 years. That could fit with the
dwarven migration from Skothar to Brun
after the Great Rain of Fire imagined by
Lost Civilizations of Thyatis and Alphatia
eventually founded colonies in the western Randel, which I believe was called Dunra and
Isle of Dawn and probably northern Ochalea had its capital in modern Rardish.
too. On a final note about this age, I should add
that the Great Rain of Fire also caused a
temporary resurgence of some non human
races. For example lizardmen ruled the
modern Haunted Marshes of Alphatia and all
the lands around it, possibly allied with the
nation of Mogreth in eastern Brun. The
aranea of Aran were again quite powerful,
dominating the newly created great
escarpment in the Isle of Dawn. And the
modern Esterhold was largely colonized by
the insectoid hivebroods, who in later
centuries invaded the Alphatian mainland.
References:
The Ogam were created by Geoff Gander in
“Orzafeth – the Unspeakable Kingdom” and
are also mentioned by Bruce Heard in “The
Some powerful Yannivey kingdoms also rose Alphatian Province of Ambur”
to prominence in Alphatia around this time, Roger Burns created the early Alphatian
like Zaanidon in central Alphatia, Llyn realms in “Alphatia: Kingdoms Before
around the namesake lake and Ogam in the Landfall”
northwest. The latter kingdom was James Mishler’s “History of the Isle of Dawn”
supposedly inhabited by worshippers of John Calvin developed the 2300 BC cultures
unspecified foul immortals, and for this was in “2300 BC Campaign Setting”
later destroyed by the Yannivey of the east.
But I believe the most important migration of The Seventh Wave: The
this time was the spreading of Antalians and Taymorans
Dunharians. The first people founded cities
and colonies not only in all of north eastern By 2000 BC (-1000 AY), the political situation
Brun, but also in the northern Isle of Dawn, in the Alphatian sea had changed quite a bit.
Qeodhar and all of northern Alphatia, often The Taymoran humans of eastern Brun had
fighting the local Yannivey, fairies and giants. expanded greatly, founding colonies in the
The Dunharians, ancestors of the modern western Isle of Dawn, particularly in the
Dunael of the Isle of Dawn and the people of central part, the allied kingdom of Shumar
the Four Kingdoms in Davania spread in where now modern Thothia lies and the
modern Alphatia and the Isle of Dawn. In colony of Ymathra in modern Haven. One of
Alphatia they lived in vast lands and had at their greatest enemy, the lizardmen empire
least one powerful kingdom in modern of Mogreth, was destroyed, and their former
118
land was now inhabited by humans related to the north east, while the central forests were
the Thothians, and likewise dominated by again dominated by fairy folks. Both cultures,
Taymorans. like the kingdoms of Zaanidon and Rardish,
were hard pressed by a hivebrood invasion
In the rest of the Isle of Dawn, the Dunael which had engulfed large areas of modern
human culture had expanded greatly, while Foresthome and Bettelyn. Several new
the related Dunharians were much reduced kingdoms had risen in the rest of the
in mainland Alphatia, except for the powerful Alphatian sea. Hunak, a kingdom of stone
kingdom of Rardish. Antalians still giants, in the southern Isle of Dawn had
dominated over all of north eastern Brun and contained the expansion of the aranea of
north western Alphatia. The Yannivey ruled Aran. The Treadan city states were founded
119
References:
Roger Burns as above
James Mishler as above
John Calvin as above and in the [Mystara
2300 BC] Alphatia topic on the Piazza Forums
120
struggle against them which did not end with The Ninth Wave: Thothians
the Alphatian Landfall, and could be and Varellyans
considered to continue even today.
References:
James Mishler as above
Giampaolo Agosta’s Gazetteer of Ochalea
121
By 1300 BC the humanoid expansion was they also created some small communities in
contained in most of the Alphatian Sea and Bellisaria and elsewhere in the Alphatian sea.
eastern Brun, even if humanoids tribes still Around 1000 BC other humanoids invasions
ruled vast lands. Two great civilizations hit eastern Brun, in particular the gnoll
developed at this time, the Thothians6 in the hordes that conquered Traladara for a short
Isle of Dawn and the Varellyans in Davania. time and shortly later arrived in the Isle of
From their rise to the fall of their empire in Dawn, attacking Thothia. Also around this
500 BC, the Thothians dominated almost all time the southern seas from the region of
of the Isle of Dawn, several regions of modern Thyatis to Ochalea, the Alatians and
Eastern Brun and as far in the west as the the Pearl Islands were attacked by Kara-Kara
Savage Coast, the Antalians and the Arypt orcs, humanoids who had somehow learned
region in Davania. They had trade post in navigational skills somewhere. These were
Ochalea, Alphatia, Bellisaria and even probably the last invasions of the Alphatian
Norwold, and there are traces they reached sea before the Landfall.
as far as modern Minaea in Skothar, or even
the Tangor Empire in the far east. From References:
Southern Davania, the Varellyans reached the More about the Paesh in Threshold issue #5
southern coast of Bellisaria and the Alatians. More about the Kara-Kara in “Advice for
It doesn’t seem that the Thothians and the Traders in the Sea of Dread” by LoZompatore
Varellyans fought major wars, as they were in Threshold issue #4
far enough from each other to easily share
their influence on the world.
References:
LoZompatore on the Extent of the Nithian The Eleventh Wave: Alphatians
Empire
More about Varellya in Threshold issue #5 When the Alphatians arrived in 1000 BC (AY
0) the great island was obviously inhabited
by many native people. Despite the official
history many Alphatian wizards like to learn
The Tenth Wave: Paesh, Gnolls and teach to others, it’s not true that such
and Kara-Kara orcs people were quickly enslaved or assimilated.
In many instances, it happened the other way
Displaced by some invasions in Skothar, the around, and local people assimilated the
Paesh people, loosely related to the Alphatians. In my study of the original
Ethengarians of Brun, settled Ochalea Alphatian language and culture, I have
around 1100 BC. Others of these people also developed the conviction that what we now
reached Vulcania in Davania, and it’s possible call “Alphatian” is truly borrowed in large
6 This e rs tia n c a nno t k no w this d ue to the parts by the native cultures that already
S pe l l o f Ob l ivio n, b ut Tho thia wa s j us t a existed in the region. Even the Alphatian
c o l o ny o f N ithia , s e e G AZ 2 T h e Em ir a t e s o f alphabet is clearly very similar to the one
Y la r u a m , Da wn o f t h e Em p e r o r s B o xe d S e t, which was used by Milenians and Varellyans.
P o o r W iz a r d ’ s A lm a n a c s.
122
I have strong evidence that Bettelyn existed It is true that now most Arogansan claim
already as a deeply religious nation with that pure Alphatian blood, but I have investigated
same name before the arrival of the enough the first years on Mystara to know
Alphatians. Randel was called Rardish, but it how things really went. Alphatians often
was already a militaristic nation with dragon absorbed by marriage or alliance native
riders. Haven was called Dafe, but it was wizards and, later, clerics too, because they
already famous for its artisans and artists. needed their expertise on local magic. How
Shavadze, which was the territory of modern many Cypric Alphatians will be surprised to
Arogansa, already had a notorious arrogant know they have bronze skinned Asyidhian or
aristocracy with a relevant number of Yannivey ancestors! And how many Pure
wizards. Alphatian do not suspect they have pale
skinned Neathar or Antalian ancestors! That
is also due to Alphatian peculiar society,
123
where the daughter of a slave automatically Empire ruled over a vast territory from the
becomes an aristocrat if she has magical start. Quite the contrary, indeed. Ar
power, or she has the means to learn clerical remained independent for centuries, and the
spells. In the first years, the subjected people nearby kingdom of Argonath, comprising
learned this “trick” rather quickly and modern Frisland and Ambur, even if it was
exploited it, also because at the same time settled by many Alphatians, did not officially
many Alphatians had sons and daughters join the empire until 405 AC (AY 1405).
born without magical abilities. It should also
be remembered that Alphatians had no social The native kingdoms of Ymathra, Zaanidon,
classes in their home world, no servants or Dafe, Afotir, Shavadze and Rardish were
slaves. The stratification we can observe officially under Alphatian rule by AY 100 (BC
today was definitely borrowed from native 900), but the truth was not so simple.
cultures. It is now impossible to say, after
2000 years, how much of each Alphatian Indeed in the very first centuries the
Kingdom’s culture comes directly from its emperor or the empress effectively ruled
native predecessors, but it is probably a very only over Vertiloch and Theranderol. Haven
relevant part. was hostile to the imperial throne for a long
time, as the Wall clearly demonstrates.
Even if it is historically undisputed that Ar, Bettelyn was normally not hostile, but
Sundsvall, Aasla, Citadel and Blackheart were independent anyway. Randel was a menace
all settled by Alphatians shortly after Landfall, so serious that the early emperors built
and naval expeditions reached Bellisaria, fortifications to defend Theranderol from its
Trikelios and northern Alphatia just a few raids, even if later that kingdom became loyal
years later, that doesn’t mean at all that the to the crown. Arogansa produced a number
of emperors and empress, but was often
hostile to the current ruler when he or she
was not from its royal house. All this should
clearly prove that the unity of Alphatia was a
fiction to the benefit of foreigners for most of
the history of the empire.
124
only after AY 910 (BC 90), even if the first Alphatia. Yet even in modern times, many
treaties were signed already in AY 500, and Alphatians are still quite indifferent toward
Limn has been recognized as a true kingdom the Immortals.
only a hundred years ago.
References:
Stonewall was settled by many native and See James Ruhland’s “Alphatian History,
alphatian without magical abilities, who revised” for an Alphatian point on view on
accepted to join the empire only after AY the Empire’s history
900, when they received assurances that they See “The Conquest of Alphatia - The Early
could have the same rights as wizards and Years” by Jamuga Khan and Captain
clerics in their territory. The same happened Ebenezum for early Alphatian history, even
with Stoutfellow. if I have partially departed from their
history.
The colonizations efforts outside Alphatia See Geoff Gander’s “The Jarldom of
proper too were largely exaggerated in Ystmarhavn” and “Antalians of the East” for
subsequent chronicles. For example, motre about Ystmarhavn and the Antalians
Alphatians reached Esterhold as early as AY See Geoff Gander’s “Alphatia - the
800 (BC 200) but effectively controlled only Suppression Wars (AY 774 - AY 1515)” for
Skyfyr and some trading outpost for many more about Argonath
centuries after, and even now the empire’s
control over internal lands is more wishful
than real. The Twelfth Wave: Shiye Elves,
Traldar and Milenians
Other colonial expeditions, like the failed
one in Norwold by Alinor in AY 655 (345 BC) In addition to what I said above, in the very
were more private initiatives than something first centuries of the Alphatian presence in
sanctioned by the Imperial crown, and the Mystara, the expansion of the empire was
same happened in many other lands, like the also limited by the Thothians and by the
settlement of the Alatians and Bellisaria. Shiye elves. The Thothians were immediately
friendly with the Alphatians, some sages
The relation with clerical magic was indeed say that they guided the Alphatian
problematic, because the Alphatians did not migration to Mystara. They shared their
worship Immortals in their original world. magical knowledge too and were
Yet magical power was grudgingly respected, fundamental in aiding the Alphatians adapt
even if given by mysterious powers. In some to the different magic of the new planet.
places, like Bettelyn, clerics became
dominant. Elsewhere they were mistrusted Therefore peace was kept with the Thothians
for centuries. Many went to Ochalea, first for as long as their empire existed. Alphatia
settled by Alphatians in AY 200 (800 BC) or assimilated them in AY 500, after a great
the Alatian islands. When some Alphatian crisis had collapsed the Thothian empire and
reached immortality and their cults spread,
religion became much more popular in
125
its Brunian colonies7. But while the remained independent from Alphatia, and at
Thothians declined, another power rose in times hostile, until AY 1000, with an earlier
Davania, reaching up to the southern shores alliance by AY 700. The northern elven
of the Alphatian sea, the Milenian Empire. kingdom of Ilmaryl was independent until AY
734 (BC 266), when it fell to dark powers
Alphatia had problems in the central and and became eventually the infamous land of
northern part of its own island too. The Blackheart. This latter kingdom didn’t join
Shiye elves arrived in AY 200 (800 BC), and the empire until it was forced to, by AY 1100
some among my people say that this (AC 100). As already anticipated above, Limn
happened because they were called by the and Foresthome became part of the Empire
local fairy folks, worried about the Alphatian only in AY 910 and 920, but they were mostly
encroachment. The Kingdom of Shiye Lawr inhabited by many humanoids and fairy folks,
as they still are. Argonath, part of modern
7 S e e the N inth Wa ve a nd no te 5 a b o ve .
126
127
#5 and also “Extent and expansion phases empires circa that year. Alphatia had not full
of the Milenian Empire” by LoZompatore control of Bellisaria and Esterhold yet, and
the colonies in Norwold were endangered by
dragon attacks. A first foothold in Brun was
The Thirteenth Wave: established in Alasiya, where a two centuries
Thyatians and Minaeans war with the natives and the Thyatians
began. Thyatis in the meantime had
In AY 1000 (0 BC) the famous or infamous expanded in Ierendi and Minrothad, even if
Thyatian rebellion happened, and the its control of such land will be short lived.
Thyatians were able to exploit the Alphatian
weakness and conquer not only half of the In the following centuries the struggle
Isle of Dawn, but also Ochalea and the Pearl between the two empires continued, and by
Islands. At the same time, Minaea was AY 1800 (800 AC) the Alphatians had
founded by Milenian colonists, who lost no consolidated their domains in Norwold,
time to harass the Alphatians in Bellisaria and Alasiya, Esterhold and Minaea, and even
beyond. occupied, for a short time, the area of
modern Glantri.
So began a century long struggle with both
people, even if the latter one was toned Thyatis had lost Ierendi and Minrothad, so
down by Alphatian chronicles as simple for a time it seemed that Alphatia was gaining
piracy. the upper hand.
128
Combined with the Thyatian conquest of and expanded also in Davania with their
Traladara, this seemed a time in which conquest of the Hinterland.
Thyatis could gain the upper hand.
Alphatia however gained something in
The Spike assault of AY 1959 changed the Norwold, as the Thyatians lost control of
picture once again with Alphatia conquering Oceansend. The Alphatian claim on all
all the Isle of Dawn and Thyatis itself, thus Norwold was however more political than
reaching its maximum historical extension, a real.
feat which was replied in AY 2009. In both
occasion the conquest lasted just a few
months, and then the Thyatians were back,
129
After the great war and the great earthquake8 and Dunadale theoretically independent in
that hit Alphatia at the end of AY 2009, the new Kingdom of Heldun.
Thyatis conquered the Alatian islands and a
relevant part of the Isle of Dawn from
Dunadale to Trikelios, but its advance was
eventually stopped. Some treaties later, the
Isle of Dawn is divided again, with Helskir
8 In m y c a m pa ign, Al pha tia wa s hit b y the
D o o m s d a y d e vic e a s pe r Wra th o f the
Im m o rta l s b o xe d s e t tim e l ine , b ut no t s unk .
A pa rt o f its po pul a tio n wa s s til l m o ve d to
the Ho l l o w Wo rl d , a nd the Em pire wa s
grie vo us l y we a k e ne d .
130
131
which came to dominate the whole area later Milenians, and the dominant power in
before its fall around 1700 BC. the region for several centuries. When the
late Thothian Empire started to oppress
From this time to the arrival of the Thyatians them, they allied with the Thyatians and the
in 600 BC several cultures developed in the Kerendans to fight back, eventually blending
region. In the area between modern Kerenda with them. Such a blending was not devoid
and Thyatis city the Etrusna culture of conflicts. Initially the Etrusna clearly
flourished between 1500 and 100 BC, with dominated militarily and culturally the
its peak around 600 and 500 BC. newcomers, but from 500 to 200 BC
Thyatians and Kerendans eventually
The Etrusna were a sophisticated culture assimilated or conquered their major cities.
influenced by Taymorans, Thothians and The Albai lived in the area of modern
132
Machetos, and were the same people from The eastern part of Thyatis however was also
before the Great Rain of Fire. The Thyatian heavily settled on the coast by Doulakki
empire eventually conquered them and the cities. The Doulakki were a culture probably
related people living in the area of modern loosely related to the ancient Traldars and
Biazzan, but only after several campaigns and the Taymorans which allied firstly with the
relevant difficulties, and not before 200 AC. Thonian Empire, and later with the Milenian
colonies of the Isle of Dawn. Each city was
The region of Mesonia was the first one rich, powerful and fiercely independent, and
settled by the Thyatians and apparently most the Thyatians had to struggle until 200 AC to
of the native population happily merged with fully assimilate them.
them to get rid of the Thothian empire.
133
References:
134
135
I. THE ALPHATIAN
ALPHABET
136
sounds in the past now sound the same. Akasha negates Myst because memory
Some of the original sounds have vanished resolves questions. Psi negates Akasha
from the Common tongue as it’s spoken in because dreams interfere with memory. Myst
Vertiloch (which has changed from boar-tae- negates Akasha because questions engage the
loch to vair-tee-lock and kept the original mind and disrupt a trance. For the other 12
spelling of BHRTYΛΩШ). cases, negation means almost the same thing
as opposite.
137
138
139
140
A GazetteeR
of Limn
By Hausman Santos and Alexandre de Luna
This article presents and compares versions INTRODUCTION:
of Limn maps published in the Mystaran
Almanac (AC 1018) with those developed by
Bruce Heard on his blog1 circa AC 1000/AY The situation of Limn attracts the curious
2000 with a brief general description (with from all over the Empire: sages,
the first part focusing on the north) and anthropologists, historians, archaeologists,
proposes an alternative to unite the unusual scholars in zoology, students of monstrology
passages in each version of the maps in order and magicians in general. However, most of
to put them together. This article also makes these just give up early and abandon the idea
extensive use of the material previously of living in Limn when they realize the
developed by Geoff Gander2 in his magnitude of hostile environment, the social
descriptions of the region. frictions and the ever present violence. A
multitude of races and groups live in this
newly formed kingdom (circa AY 1900).
Despite being a very small kingdom, by
Alphatian standards, Limn is indeed a very
special one and during the centuries the
Alphatian Empire allowed many unusual and
monstrous races to dwell in this stretch of
land. The northern region of Limn
experienced constant conflict between
1 M o re info s e e to pic “ The Al pha tia n
Antalian tribes, goblinoids and occasional
Pro vinc e o f L im n” o n B ruc e He a rd ’ s b l o g monsters from the region and those coming
from the mountains.
2 Ac c o rd ing to the a rtic l e s “ To rpe s ” a nd
“ Anta l ia ns o f the Ea s t” d e ve l o pe d b y G e o ff
G a nd e r a t the Va ul ts o f Pa nd ius
141
"While Østheim was still in its infancy, other The jarldoms of Gronborg and Markland
realms were being founded by other frequently clashed over territory. Markland,
Ystmarhavners, further south. Some 150 which was centred on the port of Taraldsstad
years after Haakon achieved his first victory and extended as far east as the Kerothar
against the Yanifey, Ylsa of the Sharpened Mountains, is little more than ruins in
Blade conquered the citadel of Terkyn, and modern times. There were also some
renamed it Grønborg. Her dominion, also goblinoid tribes that dominated the foothills
named Grønborg, occupied much of what is of the mountains and occasionally did settle
now coastal Trollhattan, while her own the hills of Ankh-Kahru (between Bay of
fortress was centered on what is now Eanna and sound of Ishme) when they would
Torpes." impose their will on local tribes and take
control of the iron mines for crafting
(Part of a lecture on Antalian history ) weapons, until finally being driven back to
the passes in Sheb-Talai.
ALPHATIAN INVASION
142
143
144
145
146
147
148
149
knights led by the Count (Order of Dracor) became a nosferatu9 who now secretly plots
form an organized military structure allied the fall of his cousin, only awaiting the right
with the Antalians, especially with the opportunity. In the Winterfall hills near Sheb-
Marthedren. Talai, Bussnox houses Vraakhys, an agent of
the Dark Avengers who has taught the Lord
Lord Bussnox various spells to deal with planar monsters
(CE male human nosferatu/W11) and to capture fomorian giants. Currently he
has an ironclad (a submersible) at his service.
Likely Location: Sheb-Talai (Castle
Winterfall) Elendra Dracor
(CN female human vampire 9HD)
Political alignment: He favors the
Thorberg Likely Location: Sheb-Talai (Castle
Winterfall)
Duties: Administration of the hills of Ahk-
Kharu;Oversees the Bay of Eanna and Ishme Political alignment: Favors the Marthedren
Personality: The "elder cousin" of the Count Duties: Directors of the iron mines in
is a cautious and cunning man, used to Baenil and the hills of Ahk-Kharu
courtly games and the arts of politics. He
leaves Elendra, his younger “daughter”, to Personality: Elendra is a dangerous woman
take care of the provincial administration, as who is hungry for power. She strives to
he considers such mundane activities destroy those who stand between her and
beneath him. He despises Murtagh, his her goals. She was adopted as second
younger nephew, seeing him as an inept daughter for her merits by Count Mizilikazi,
thug and unworthy of Dracor’s name. but was originally the nephew of Bussnox.
Elendra, on the other hand, he considers a She hates her uncle Bussnox and aims to
useful tool, but one that needs to be closely take his place in the Dracor house hierarchy,
watched. A refined man and somewhat secretly plotting to overthrow the Lord. In
eccentric, he always dresses with the finest this dangerous game, she has two cards up
spider silk and brags about his "special her sleeve: Murtagh, her foolish "brother"
collection", a group of young people with who nurtures a sick passion for her, and
serious congenital malformations or victims knowledge about the fact that House
of freak accidents, a veritable circus of Thorberg had secretly broken the mind
horrors, which he uses as servants and domination of the Count with the use of
occasionally as food. extracts from Frisland herbs.
150
151
The old Marthedren has a secret collection of seem to have no connection with one
relics of the old Grønborg: ancient totem another and the stray beasts from Frisland
stones and marker stones with old runes in woods are always blamed.
addition to weapons and armor. He studies
these with the help of an elder from the Svein Marthedren
Sage´s League of Torpes, Hogni, a (LE male human avenger 12)
Ravenfolk10, hoping to find old magical
secrets. Likely Location: Castle Dracor
152
Svart Thorberg
(CE male human F11)
153
he has established several refuges and seems to be more than one) is connected to
gathered information on a very specific the plane of his dark lords (the Outer
location: the ancient Ogam ritual table (a Beings13) but still without too much success.
stone altar) of Ahk-Kharu, the current status If this is the case, then the ancient ritual in
of which is unknown. This site was the past had partial success, but it is still too
inaccessible and lost after a failed ritual that early to know.
triggered a chaotic magical state known as
Anchorhead11. Gork has relied upon the help
of some expendable goblinoids whom he MINOR NPCS
sends into the forest to search for
Anchorhead. The use of the Kala drug (from Sgt Uldris (CN female brute 4HD) - Uldris is
Frisland) has helped in controlling the a Thors (one of the half-breed bastard
goblinoids. children of Asmund) who oversees with her
local militiamen (Antalians and goblinoids)
One of the current biggest problems for commercial activities in Baenil and the
Gork in the quest for Ahk-Kharu is the actions of goblinoid guilds and the trade of
strange demonic creature that has made him iron ore. She is rude and stout, Uldris tries to
back off and has destroyed his various impose respect by using her barbarian ways
minions. and menacing appearance, and enjoys
frightening the weak. She believes that her
Gork is a nickname12 and he has presented behavior will bring respect to Thorberg and
himself to Thorberg as an old hermit give her dreaded fame. She tries to
herbalist that is more than happy to break collaborate with Elendra when possible and
Thorberg’s mental chain, imposed by Count keeps a suspicious eye on Hanna's actions.
Dracor, with mixtures of the Kala drug. This
information was indirectly passed on to Hagarath (CN male human avenger 9) -
Elendra and has caused the female vampire Delegate responsible for the garrison in
to start a personal crusade of freedom from Baenil and security of the coast. Hagarath is
the influence of the Count. Unfortunately she a bit paranoid with the exercise of his duty
has not yet been able to find or locate Gork, and believes in possible incursions of
having already lost some of her spies in the Alphaks’ followers along the coast of Eanna.
attempt. Local goblinoids keep him busy with various
disputes between the tribes and local guilds
The most recent progress of Gork was to and that makes him more irritable and
discover that the strange creature likes intolerant of others. The occasional presence
human and humanoid sacrifices, and this has of Elendra (when inspecting Baenil) brings
allowed him a first approach. He has tried to him some comfort and the impression of
understand if the creature (which sometimes support from Lord Bussnoxx.
11 S e e furthe r a t the “ D M Pl o t Info rm a tio n”
S e c tio n o f this a rtic l e . 13 The Oute r B e ings wa s e xte ns ive l y
d e ve l o pe d b y G e o ff G a nd e r in Thre s ho l d
12 G o rk h- a l l - G uhl s h is fro m ve ry o l d Oga m M a ga z ine is s ue #2 a nd “ The Kingd o m o f
te rm ino l o gy l ink e d to the Oute r B e ings . F ris l a nd ” a t the Va ul ts o f Pa nd ius ,
154
Master Dulgard (N male dwarf 4) - Member Ghrokul (CN male orc 4 + 1 HD) - Proud
of the Iron Guild administered by Lady and vain, a leading chieftain of his tribe and
Hanna. The Iron Guild trade in Baenil started an Iron Guild merchant in Baenil. He has
when his clan sent him from Per-Atúr to several families of orcs, goblins and
make the purchase and evaluation of ore hobgoblins as mercenaries, stevedores and
from the mines and his efficiency has caravan guards at his service. He tries to
attracted the attention of Hanna and demonstrate prestige and wealth in his
Marthedren, who soon gave him a steady job clothes and says Limn brought evolution and
in the guild. Practical and very focused on modernity to his people who before lived in
business he has a small group of dwarves to caves. It is still a little early, but he wants the
help with the services (currently four friends power and influence of the largest guilds in
who call their little group the Circle of Ore) Torpes and maybe one day Trollhattan.
of evaluation, purchase, sale and trade with
Remina and also Per-Atúr. Dulnor (his Rutgarth (N male human F3) - Sly and
cousin) remains mostly in transit between friendly, Rutgarth arrived a few years ago in
Baenil and Remina and makes few regular Baenil and has a trade on the docks
trips to Per-Atúr. transporting spices and plants. He has
provided Kala herbs coming from Obdaa in
Master Dulnor (N male dwarf 6) - Quiet and Frisland (he usually does not reveal the
observant, Dulnor belongs to the Librarians source of the product) and transports them
and was sent to Limn a long time ago with the help of mercenaries and guards of
because he has a cousin working in this Ghrokul to the Thorberg in Remina. His
region. He is investigating the traffic and use product still has not been challenged or
of the strange herb, Kala, coming from banned in Limn. Remina leaders certify that
Frisland (which has been brought by Eanna the herb consumption is linked to increased
bay with permission of Elendra and Thorberg). productivity in the mines. Rutgarth knows
very little about Gork but was advised by his
Their investigations thus far have only led to patrons in Frisland to help him in any way
the conclusion of the effects of Kala on possible.
addicts and the occasional disappearance of
some goblinoids between Remina and Grabulg (NG male actaeon 11HD) - Serious
Baenil. Legends about the forested hills of and dedicated in behavior, Grabulg is part of
Akh-Kharu may have some suspected link a small sylvan council that administers the
with ancient Ogam magic but their freedom city of Zerantha, an urban refuge for sylvan
of investigation in the region is still very beings in the kingdom. At the request of
limited and the hostility of goblinoid forces Tarmugh he went to Akh-Kharu with a few
nearby has convinced Dulnor to stay closer allies to investigate the strange reports of
to guild activities. Currently he has shown some mysterious monster prowling the
interest in the League of Sages and may be forest. He has still not had any results
acquainted with Hogni, the old man who can beyond a brief encounter in the night
usually be seen between Torpes and wrapped in mist. This occasion resulted in
Marthedren Tower. the loss of two of his friends (one was killed
155
by the creature and another disappeared hunting fugitives and intruders, gathering
screaming in the forest). The case seemed local information and investigating the
more serious and Grabulg has taken a more borders with Stoutfellow. Recently she has
cautious stance on research preferring to established contact with the mountain giants
wait for a response from Tarmugh on what to in Kerothar and receives help from some
do before alerting Queen Mellora in gargoyles in the most dangerous missions
Trollhattan. Another setback at this moment involving Dracor.
is also the local influence of goblinoids and
Thorberg, who are somewhat intolerant of
sylvan beings.
156
157
lost among the planes (the DM can generate ancient crypt was found near the ruins of
a random table of planeshift and what Dag-Atur in the Kerothar Mountains.
conditions should be met for it to return, but
it should be something very difficult, as a Only one of the vampires was captured and
maze). magically imprisoned for Mitrestu research.
The Elder decided to turn Mizilikazi into his
vampire minion to secretly rule the region in
Akh-Kharu Monster his name until he returns (or until the
Count’s death which would be a very easy
Despite the fact that the site is renowned for end for Mizilikazi). As a very old vampire, this
encounters with planar beings attracted by Elder does not have the condition of a
the gates, the creature who has caused common vampire but instead is a nosferatu
concern recently is a demon from the Pit (At (and a very powerful one at that). However,
the DM’s discretion, this is a Howling Fiend14 he decided not to pass on this condition to
or a Glabrezu15). He was attracted by the Mizilikaki and, through some old secret
great power and manifestation of Entropy magic of his ancient civilization, he made the
that has happened here, however the Count only a vampire. He also released a
confusing structure of this semi maze has dragon in the mountains to protect him
prevented him from leaving the forest. Gork (Large Red Dragon) and from his grave has
Nine Fingers has actually tried to contact him used his bond with the land and the animals
offering sacrifices of goblinoids numbed by to monitor the development and safety of the
Kala in the hope that he may be one of the mountains where his old crypt is. Its location
real Outer Beings trapped in the forest is unknown to everyone and he prefers for it
(which is a mistake). to remain so.
158
Warbirds Add-Ons
by Hausman Santos
This session proposes small illustrations of between Thyatis, Alphatia, Heldann, Davania
blueprints of the Warbirds described in and elsewhere.
FGAZ-7 (The Heldannic Order) , Edited by
JTR in 2007 . Feel free to the necessary changes according
to the needs of each game group and
The blueprints come with a list of rooms and individual plans of the DM. It should be
decks for better understanding and should useful also the Warbird Stats Reference
be used as a supplement in the use of game (included below) as well as a copy of FGAZ
campaigns involving Heldannic Warbirds -7 to better use them in the game. Enjoy it !
159
BATTLE DECK:
1- Forward Ballista Bank
2- Forward Catapult
3- Aft. Ballista Bank
MAIN DECK:
1- Bridge
2- Chapel
3- Hatch to Cargo Deck
4- Officer´s Quarters
5- Captain´s Quarters
6- Helmsman´s Quarters
7- Crew´s Quarters
8- Ammon Storage
9- Upper Hold
10- Aft. Catapult/ Belcher
CARGO DECK:
1- Board Ramping
2- Boarding Equipment
3- Hatch to Main Deck
4- Galley
5- Mess
6- Cargo Deck
7- Cargo Doors
8- Ship´s Stores
9- Sail Storage
160
WARBIRD UHUBOOTE
CLASS
(BLUEPRINT PLANT)
FLIGHT DECK:
1- Forward Watch Post
SCOUT DECK:
2- Weapon Battery (Ballistae)
3- Storage & Watch Chamber
(With hatch and Ladder on
Roof and Ground)
LOWER DECK:
1- Bridge
2- Chapel
3- Galley & Mess
4- Helmsman Quarter
5- Officer´s Quarters
6- Storage
7- Captain´s Cabin
8- Chart Room
9- Lower Crew´s Quarter
and Aft. Alley
161
WARBIRD
STURMKONDOR CLASS
(BLUEPRINT PLANT)
FLIGHT DECK:
* Watchboard & Masts and Sails
BATTLE DECK:
1- Forward Battle Deck
2- Aft. Battle Deck
* Weapon Battery (Ballistae,
Catapult and Belcher)
BRIDGE DECK:
1- Bridge
2- Navigation and
Officer´s Chamber Staff
3- Assembly Deck
4- Companionway
5- Flight Crew Quarters
6- Mess Hall & Galley
MAIN DECK:
1- Foward Weapons Battery
2- Captain´s Quarters
3- Helmsman Quarter
(Main Helm)
4- Paintry Storage
5- Officer´s Quarters
6- Crew´s Quarters
7- Cargo Door, Upper Hold
8- Rear Weapons Battery
CARGO DECK:
1- Main Gangway and Board
Ramping
2- Crew´s Quarters
3- Armory
4- Main Cargo Hold
5- Cargo Doors
6- After Alley Deck
162
1002 AC:
Ramenhotep XXIII is overthrown by
adventurers and popular rebellion after he is
discovered to be under the control of a
demonic spider. His son becomes the new
pharaoh as Ramenhotep XXIV (M5 Talons of
Night and Poor Wizard’s Almanacs)
Spring 1005:
The Great War is declared between Thyatis
and Alphatia, the Isle of Dawn is going to be
the first battleground. The pit to the Hollow
World in Aegos is destroyed by an
earthquake (Wrath of the Immortals boxed
set).
163
164
Flaurmont 3rd, 1011 Ostlanders ransack Sviftmont 7th, 1011 The Thothian army
Helskir villages reaches Ekto.
Flaurmont 22nd, 1011 The Behemoth Sviftmont 11th, 1011 The Thothian navy
attacks Minrothaddan ships travelling to defeats the Thyatians in front of Ekto.
Ochalea
Eirmont 1st-2nd, 1011 Thothian army
Yarthmont 6th, 1011 The earthquake in attacks Ekto, Alphatian troops retake East
Aegos is felt in Caerdwicca and vicinity Portage from the Thyatians. General
Yarthmont 15th, 1011 Thyatian settlers Quicklimn is the new ruler of the city. Duke
arrive in West Portage Lornce, who was in Thyatis, escapes to
Esterhold. Queen Stillian returns to Trikelios.
Klarmont 15th, 1011 Thyatian troops Eirmont 20th, 1011 Ottavio Giacomo,
invade Thothia but are repelled in front of Thyatian governor in Gaity, is removed for
Edairo by undead, drolems, sphinxes and his mistreatment of Alphatians, who are sent
golems. to Esterhold
Eirmont 21st, 1011 The Alphatian crew of
the Imperial Eagle, first Thyatian skyship
built in Aeria, mutinies and takes control
165
while the vessel is directed to aid the Yarthmont 9th-15th, 1012 The King and
besieged Thyatians of Ekto. The Eagle Queen of Helskir and the Thyatian rulers of
reaches the city on Kaldmont 4th. the Isle of Dawn meet in Newkirk, agreeing
on declaring their fealty to the Thyatian
Kaldmont 9th, 1011 The Thothian army empire. General Edmondo Tiberia becomes
attacks Ekto again. Duke of Dunadale.
Kaldmont 11th-12th, 1011 More battle at
Ekto, both Thyatians and Thothians receive Yarthmont 27th, 1012 Stefania Torion of
reinforcements. Redstone proposes a treaty to Pharaoh
Ramenhotep XXIV of Thothia.
Thaumont 1st, 1012 Thyatian prisoners in Nuwmont 23rd, 1013 First skyship are
Ekto are released to Kendach. produced in Aeria for the New Alphatian
Thaumont 2nd, 1012 The baron of Empire (Mystara Almanac 1014)
Caerdwicca encourages piracy against
Thothian ships to support Thyatis. Thaumont 2nd, 1013 The Evander and the
Marinos, Thyatian ships turned to piracy, are
captured in the Alatian islands by the
166
Thyatian imperial fleet. (Joshuan’s Almanac) Ambyrmont 21st-22nd, 1014 Helskir opens
Thaumont 8th, 1013 Emperor Eusebius diplomatic relations with the New Alphatian
establishes an emigration draft, many Empire.
homeless of Thyatis are shipped to the Isle of
Dawn or the Hinterlands. Hopetown is Eirmont 5th, 1014 Some Minrothaddan
founded in southern Meridiona. dwarves begin working on the still closed
world elevator in Aegos.
Yarthmont 10th, 1013 Thothia joins the
New Alphatian Empire. Thaumont 15th, 1015 First Alphatian-
Karameikan skyship, the Concordia,
Klarmont 11th, 1013 Earthquake kills 75 launched in Aeria. (Mystara Almanac 1015)
people in West Portage.
Felmont 23rd, 1015 The work of
Ambyrmont 13th, 1013 Uprising of forced Minrothaddan dwarves at the Pit to the
emigrants in Hopetown, Provincia Hollow World in Aegos is hindered by several
Meridiona, and abandonment of the colony. sabotages.
Yarthmont 13th, 1014 Gaity is in chaos Ambyrmont 13th, 1015 The Grey Front
between competing barons after becoming occupies Serraine while it is over the Isle of
independent from the empires. (Mystara Dawn, and hundreds of Serraine’s citizens
Almanac 1014) are ferried out of the city to the nearby Isle,
in Septentriona.
Ambyrmont 18th, 1014 Thyatian colonists
in the Great Escarpment are attacked by giant
spiders and escape to West Portage
167
Eirmont 13th, 1015 Ostland demands some Thaumont 12th, 1016 Followers of
Thyatian territories in Westrourke, Thothian mysticism disturb a ceremony to
negotiations begin. Rathanos held by the pharaoh in Edairo.
Thaumont 18th, 1016 Tiberia is deposed
Nuwmont 5th, 1016 Strange sightings near on the Emperor’s orders, Dunadale to be
the village of Perdidis, in Septentriona, due joined with Helskir in the Kingdom of
to the nearby presence of Serraine’s Heldun. New talks begin between Alphatia
refugees. (Mystara Almanac 1016) and Thyatis in Helskir.
Nuwmont 13th-19th, 1016 Revolt in
Dunadale against Duke Edmondo Tiberia. Flaurmont 2nd, 1016 New treaty of Helskir
The revolt is quelled and a curfew and pass gives independence to Heldun and returns
laws are proclaimed. Deputations are sent to all the Alatian Isles to the Alphatians. Thyatis
Helskir and Thyatian authorities. starts evacuation of Aegos.
Flaurmont 5th, 1016 Thothian mystics
Vatermont 22nd, 1016 Mario’s Marauders collapse a temple of Rathanos in Edairo,
on rampage in Hillvale numerous victims.
Flaurmont 12th-13th, 1016 Burrower on
the Loose in Aegos, the Thyatians escape
Flaurmont 16th-17th The Burrower attacks
the Alphatians as soon as they arrive in
Aegos.
Flaurmont 17th, 1016 King Eruul Zaar is
killed by monsters in Alphatia, and Queen
Asteriela barely escapes the attack.
Flaurmont 20th-27th, 1016 The Alphatians
in Aegos find the Pit destroyed by the
Thyatians. The agreed Thyatian quarter is not
created in response.
Flaurmont 21st, 1016 Westrourke becomes
an Exarchate.
168
Klarmont 6th, 1016 After two battles with Eirmont 19th, 1016 Redstone and
Dromedon, the Burrower apparently Westrourke remain loyal to Eusebius. The
disappears from Aegos. rebellious rulers of Kendach and West
Klarmont 13th, 1016 Gnomes from Portage are arrested.
Serraine encounter the Trueflower elves of
the Great Escarpment. Kaldmont 2nd-5th, 1016 The Heldannic
Klarmont 19th, 1016 The Burrower Knights attack and conquer Helskir.
resurfaces in Gaity Kaldmont 12th, 1016 Haptuthep completes
the occupation of the Valley of Kings.
Felmont 5th, 1016 Alphatian citizens are
attacked in Edairo. Nuwmont 4th, 1017 Pharaoh claimant
Felmont 7th, 1016 Thyatian settlers arrive Haptuthep II gathers followers in the Valley
in Rialtos, Septentriona. of Kings, Thothia. (Mystara Almanac 1017)
Felmont 10th, 1016 Thyatian quarter is
opened in Aegos. Vatermont 4th, 1017 The Duke of
Westrourke announces a project to expand
Fyrmont 9th, 1016 Dromedon banishes the and improve the signalling system of
Burrower in Gaity but is apparently Westrourke to West Portage, Kendach, and
destroyed too. Redstone.
Fyrmont 13th, 1016 Pirates hunted by the Vatermont 11th, 1017 Riots in Edairo are
Alphatian navy take refuge in Caerdwicca. provoked by followers of the banned spider
Fyrmont 22nd, 1016 The New Alphatian religion.
Empire annexes Gaity. Vatermont 14th, 1017 Cabal of Thanatos
followers reach Rialtos in Septentriona.
Ambymont 10th, 1016 The lich Haptuthep Vatermont 20th, 1017 Having secured their
tries to ally with the hunakoi (stone giants) positions in Helskir city, the Heldannic
against the ruling pharaoh, promising to rid Knights start to advance on the countryside
them of the araneas. too.
Ambyrmont 10th, 1016 Dawnsea Concords Vatermont 26th, 1017 Ramenhotep XXIV
are signed in Beitung. Ochalea and Pearl sends emissaries to the Alphatian Centre of
Islands return to the Thyatian Empire as Disease Control of East Portage to study the
Exarchates. body of a werespider.
Ambyrmont 14th, 1016 Ne’er-do-well
voluntarily joins the New Alphatian Empire. Thaumont 2nd, 1017 The Heldannic
Knights won Battle of Two-Forks Ridge
Sviftmont 18th, 1016 The araneas of the against Heldunian forces south of Helskir.
Valley of Kings are attacked by golems raised Thaumont 20th, 1017 Sjofjord is conquered
by Haptuthep. by the Heldannic Knights in Helskir.
Sviftmont 26th, 1016 Rulers of Redstone, Flaurmont 2nd, 1017 The Heldannic
Kendach and West Portage meet in Redstone Knights conquer the Village of Dawnhaven in
to decide how to react to the Thyatian civil Helskir.
war.
169
170
Ambyrmont 17th, 1017 Mario’s Marauders Felmont 19th, 1018 Galatia re-joins Queen
are caught in an ambush by the forces of Asteriela in Dunadale, after the two friends
William Hazard. Mario is captured, to be sent have been several years apart. They will soon
back to East Portage to stand trial for his have some encounters with the returned
crimes. Terari, their former master, about the status
of the New Alphatian Empire.
Sviftmont 4th, 1017 Ekto and Trikelios are
annexed peacefully by Thothia. Ambyrmont 3rd, 1018 Several Thyatian
military engineers arrive to assist in the
Sviftmont 6th, 1017 Queen Asteriela improvement of walls and defences at the
returns triumphantly in Helskir. city of Helskir.
Sviftmont 7th, 1017 The New Alphatian
Council is angered by the Thothian
171
172
173
original maps by
M a rk Ho wa rd , o f
the N o rthe rn Is l e
of Dawn and
Southern Isle of Dawn
whic h c a n b e fo und a t the
Va ul ts o f Pa nd ius . The ful l
size map of the Isle with my
a d d itio ns wil l b e pub l is he d
at the Vaults at a later date.
174
175
domain of sidhe and other fairies, About Helskir and Dunadale: see the
determined to protect their privacy and their Almanac entries for Helskir, Dunadale and
fabled city of Findias from any intruder. Heldun at the Vaults of Pandius
This area of the Isle is quite cold and subject Many creatures and monsters included in the
to blizzards, strong winds and snowstorms in map were inspired by The Isle of Dawn
winter. Common animals are seals, lynxes, Monstrous Atlas by Sheldon Morris
deer, elks, aurochs, wolves, bears, and
beavers along with a huge variety of birds of
prey and seabirds. The Bay of the Kraken,
inhabited by seals and whales, is so called
because of the monster which is supposed to
lurk in its depths.
References:
176
177
mythical Dunael king who battled in the in Threshold issue #7; his 24 mph maps can
ancient past the evil Fomorian giants. The be also found at the Vaults of Pandius
most important city of this area is however
Nandua, on the western coast, a haven for About Finnegar’s Watch, Gorias, Firbolgs and
pirates and unscrupulous merchants. Fomorians: see “History of the Isle of Dawn”
Another mythical faerie city, Gorias, is by James Mishler
according to local lore hidden in the hills
around the Geittinden Mountains.
References:
178
CENTRAL DUNADALE
Inhabited by Dunael humans on the coast, eagles. Nixies and Sea Hags are supposed to
Dunadale, which will become part of Heldun dwell in the waters of Dunadale.
in 1016 AC, is a wild land in the interior, the
domain of fairies, centaurs, drakes,
humanoids and many other non human
creatures. It is also a green land, full of plant References:
life, woods and animals, such as deer, horses,
wild goats and many others. It can be quite About Dunadale: see Almanac entries
cold and foggy in autumn and winter but “Dunadale (Duchy of; Empire of Thyatis)”and
warm during the summer. The Dunadale “Heldun (Exarchate/Confederated Kingdom
bogs are quite dangerous, claimed by of)” at the Vaults of Pandius
humanoids and dark fairies. The mountains
of the Dunadale Wall are dominated by
Firbolgs and other giants, rocs and giant
179
SOUTHERN DUNADALE
The winters are milder here and the coast is but no one, to the extent of my knowledge,
supposedly inhabited by friendly fairies, but has ever returned.
the interior is as dangerous as any wild land
could be. Trolls, giant termites, dark fairies,
wights, banshees, manticores, bugbears and
other humanoids, gremlins, harpies, fungus References:
creatures, lizardmen, frogfolk and other
kinds of creatures live in this area, including About Dunadale: see Almanac entries
some normal animals that could occasionally “Dunadale (Duchy of; Empire of Thyatis)”
be dangerous, such as great bears, wolves, and “Heldun (Exarchate/Confederated
jackals and mountain lions. The Dust Kingdom of)” at the Vaults of Pandius
Reaches, in the west toward Westrourke, are
also inhabited by humanoids and Fomorians.
More than one group of Alphatian
adventurers has explored the wilderlands
searching for the mythical fairy city of Murias,
180
NORTHERN WESTROURKE
The area of the Isle nearest to Ostland is dominated by Sea Giants and Whales, and
inhabited by similar Antalian people, who clans of Storm Giants also live among the
sometimes fight against Ostlander pirates small islands and the reefs of the western
and sometimes are allied with them. The coast.
internal woods of Svorkmo (or Svorkomo)
are infested with goblins and similar
creatures. The Fyresvatn Bogs are inhabited References:
by lizardmen. More humanoids, and
according to some unverified accounts, also About Westroruke: see these Almanac entries
lupins and rakasta, inhabit the Cougar hills at the Vaults of Pandius
and the Dust Reaches to the east.
I placed Nithian ruins in several locations of
Ancient and mysterious ruins are rumored to the Isle taking inspiration from the
exist in the Reaches, but the high number of description in Dawn of the Emperors and
humanoids in the area has always been a from “Extent of the Nithian Empire” by
serious obstacle to their full exploration. LoZompatore
Underwater, the Gulf is supposedly
181
GULF OF NEWKIRK
This gulf, often closed by high cliffs, is intelligent Dendan Whales, who often attack
dominated by Westrourke’s capital, Newkirk. ships because humans often attack them, as
The regions north of the city, the Kauth Hills, their bodies are supposed to contain a
Westrourke Bogs and southern Dust Reaches magical ingredient to produce water
are not the domain of man, and anyone breathing potions, and precious oil and
treading on them does so at his own great meat, just as all other whales.
risk. The northern coast of Redstone and the
inner part of the Gulf are instead dotted by References:
fishing towns and keeps. The interior of
Redstone is still quite a wild land, and the About Westroruke: see these Almanac entries
Sutherlands peninsula is mostly inhabited by attthe Vaults of Pandius
centaurs, usually not hostile to travellers. The About Redstone see these Almanac entries at
western coast however is also called the the Vaults of Pandius
Pirates Coast, as it is dotted with pirate and About the Dendan Whales see “Advices for
buccaneer coves, and considered quite Traders in the Sea of Dread” by Michele
dangerous for passing ships. The sea in front “LoZompatore” C. in issue #4 of Threshold
of the Sutherlands is dominated by the Magazine (page 49).
182
NORTHERN HILLVALE
References:
183
Since a thousand year the main fortress city Gandhar. Other giant kingdoms, later ruled
of the Thyatian Empire in the central Isle of by Firbolgs or Fomorians have risen and
Dawn, Redstone became a County in 1010 fallen in the following centuries. Other
AC, then an Exarchate in 1017 AC. The human people, such as Thothians, Milenians
Dunael human natives of the area call and Northmen, have also founded their cities
themselves Ruagallans and have always in this region in the past centuries. Non
cohabited peacefully with centaurs, faeries, human races still inhabit the interior of this
lupins and Firbolg giants, quite common in land in relevant numbers. The area of the
the area, and have often fought against Fengallen marshes, Carryduff Hills and
humanoids and Fomori giants. Many scholars Killyleagh Curragh in particular is a huge
think indeed that either the modern Newkirk territory dominated by bugbears and
or Redstone was in the remote past the kobolds, and maybe other creatures too.
capital of the great kingdom of the giants of Nemedia, an important town south of
184
References:
About Redstone: see these Almanac entries at
the Vaults of Pandius
About the giants of Gandhar see James
Mishler’s “Age of Blackmoor” article at the
Vaults and my article “New Blackmoor, 3050
BC” in Threshold issue #2.
About West Portage see these Almanac
entries at The Vaults of Pandius
About the Ruagallans and Teihzels: see “Real
World Inspiration for the Isle of Dawn” by
Simone Neri at The Vaults of Pandius
About the town of Alexandria near the
Carryduff Hills: see “To Build A Mystara City”
by Jesper Andersen at The Vaults of Pandius
About Nemedia, Nithian and Traldar city: see
“History of the Isle of Dawn” by James
Mishler at The vaults of Pandius
About Ardulla: see “Summerhill Hounds” by
Håvard at The Vaults of Pandius
185
This region too is inhabited by the Teihzel The Kendach Escarpment has been claimed
Dunaels as the area of West Portage, later by Kendach since 1000 AC, but in truth is a
joined by Thothians, Thyatians and land dominated by Fomorian giants, even if
Alphatians. Most of the wilderlands are it seems it once hosted the capital of a
inhabited by Firbolgs and other non human Firbolg kingdom. A rumor I was unable to
races, including faeries, lupins, kobolds, verify also says that the Archdruid of the Isle
orcs, ogres, cyclops, Fomorians, harpies and has his house on the Escarpment.
much more. The region is untamed and
mostly unexplored just a few miles out of the References:
main roads and the coasts. East Portage, once
a city state of the Alphatian Empire, became About Firbolgs and Fomorians in this area
the capital of the Kingdom of Hillvale in 1016 see “History of the Isle of Dawn” by James
AC. The Bay of the Dragon Turtles is such Mishler at the Vaults of Pandius
named because the creatures have been
spotted in the area, and often blamed for About the Archdruid: see “Archdruid of the
ships lost at sea. Isle of Dawn” at the Vaults of Pandius
186
About East Portage: see these East Portage About the Teihzels: see “Real World
and Hillvale Almanac entries at the Vaults of Inspiration for the Isle of Dawn” by Simone
Pandius Neri at the Vaults of Pandius
About Kendach: see these Almanac entries at About West Portage: see these Almanac
the Vaults of Pandius entries at the Vaults of Pandius
187
SEPTENTRIONA
The area which the Thyatians now call such as Laticea, were also founded in the
Provincia Septentriona has in truth a very western coast. The inhuman inhabitants of
ancient history, inhabited in the past by the area are even more different and
giants, Thothians and Milenians. The area interesting, if sometimes dangerous,
near to the city of Alasia is also the original including dragons, Fomorian giants,
homeland of the modern inhabitants of centaurs, gyerians, gnolls, sphinxes,
Ylaruam, and the nearby city of Ispanyola hobgoblins, rakasta, lupins and other
was for some centuries the home of the humanoids. Much more should be written of
Thyatians that later colonized the Savage Septentriona to truly learn the secrets of this
Coast, far to the west. Indeed the human land.
cultures of this region are quite complicated,
as there are also the Aseni and the Armeni, Despite its name, the Seawolf Bay is not
who could be related to ancient Alasiyan or inhabited only by seals, but also by many
to the Asieni of the Shadow Coast, and dolphins, porpoises and sea giants.
important Traldar and Milenian settlements,
188
References:
189
190
THOTHIA
The central region of Thothia contains the The Aurora river is famously full of the
great city of Edairo but not just it, as there equally dangerous hippos and crocodiles.
are also the ancient tombs of the pharaohs,
great pyramids, the ruins of Ashura, the city In the open sea, ships are sometimes
of Shumar and much more. The local attacked by sea snakes and sea worms.
humans are mostly Thothians, with some
Alphatians, but there are also a variety of non References:
human races in the area, from the gnolls of
the northern desert to the lupins of the east, The Hunakoi, stone giants with red skins, are
several reptilian races both in the Thothian mentioned in M5 Talons of Night, page 10
swamp and in the deserts, sphinxes, centaurs and in James Mishler’s “History of the Isle of
and more. The Hunakoi stone giants are also Dawn”, as Ashura and Shumar.
an important population of the area, as they
once had a great kingdom here, with Ashura See also these Almanac entries on Thothia at
as their capital. the Vaults of Pandius
191
EASTERN THOTHIA
References:
192
MATHANEPHET
193
194
This great valley is the heart of the Isle, once The phanatons who live west of the Valley
inhabited by Asuri humans and Hunakoi are certainly enemies of the Spider and of
giants, then settled by the Thothians, who her servitors.
built here great temples and tombs. Soon
after they fell under the domination of the References:
Night Spider cult, and were liberated in 1002
AC by Ramenhotep XXIV. The valley is also The Valley of the Dawn and the Night Spider
the main base of the rebellious pharaoh are prominent in the module M5 Talons of
Haptuthep II from 1016 AC. Night.
Rumors in Edairo say the now banned For the timeline of the Valley, see also my
religion of the mystic spiders still thrives in article “20 Years of History in the Sea of
the villages of the Escarpment just south of Dawn” in this issue of Threshold Magazine.
the valley. Giant spiders, sphinxes and
harpies are numerous in the area, as are For the Asuri culture and the Hunakoi, see
many other kinds of dangerous monsters. It’s “History of the Isle of Dawn” by James Mishler
not clear if the Asuri humans who live in this
area of the Escarpment are followers of the
Night Spider or not.
195
196
197
MERIDIONA NORTH
The region the Thyatians call Provincia are even more mysterious and reclusive than
Meridiona, or rather the northern part of it the Trueflower of the Great Escarpment.
and the southern part of Septentriona, is also
called the Gulf of the Beasts, as the interior References:
lands are inhabited by werecreatures,
humanoids, lupins and rakasta. Beside that, About Meridiona:see these Almanac entries
the sea is also inhabited by sea dragons. On at the Vaults of Pandius
the coast there are also many human villages, About the Asieni: see James Mishler’s
inhabited by Albernians and Thyatians. There “History of the Isle of Dawn”
are humans also in the interior lands, the For the Albernians: see “Real World
Asieni, supposedly descendants of the Inspiration for the Isle of Dawn” by Simone
ancient Oltecs who mixed with Milenians, Neri
Dunaels and Thyatians. They are often About the Shadow Coast’s Elves: see “The
considered savages, and dedicated to History of the Ispan People” by James
entropic cults, by those living on the coasts. Mishler’ These elves probably were meant
Another rumor I heard maintains there are to be somehow related to the Belcadiz and
elves living in the remote forests of the the Elves of the Savage Coast in the West.
Shadow Coast. If such elves really exist, they
198
CENTRAL MERIDIONA
References:
199
WESTERN ESCARPMENT
References:
200
This region could possibly be the most woods is also called the Monkey forest, and
mysterious and unknown of the whole may be inhabited by intelligent monkeys, or
Escarpment. It is supposedly inhabited by the so the rumor goes.
Asuri humans, Oltec descendants who
revered animal and ancestor spirits, but later
became partially followers of Tarastia and
allies of the Hunakoi giants. It is unknown References:
what kind of society they may have and what
immortals they may follow in modern times. About the Asuri: see “History of the Isle of
There is also a mythical Realm of Araq hidden Dawn” by James Mishler; Araq and the
in this forest, according to unverified rumors. Monkey forest were invented by me here.
The realm was supposedly founded by Asuri
who worshipped the immortal Korotiku, or
maybe the Night Spider, as the accounts are
not clear on this matter. An area of these
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CAERDWICCA
The region of Caerdwicca is inhabited by the the common animals there are scorpions,
Caerda humans, who are quite infamous as snakes, lizards, frogs, parrots, deer, buffalo,
pirates in the Alphatian regions. They stay goats, lynxes, jackals, leopards and lions,
well away from the Dark Coast to the north with a great variety of seals, dolphins and
east, inhabited by the so-called Dark Asieni, whales in the sea.
who however are probably just followers of
Nyx. The Escarpment just above Caerdwicca References:
is inhabited by dwarves, centaurs, stone folk,
gnomes and the human Asiur clans, probably About Caerdwicca: see these Almanac entries
Asuri who left the eastern woods centuries and “Caerdania Gazetteer, version 1.0” by
ago. Simone Neri
About the Asieni and the Asuri: see “History
The region of Caerdwicca, as the whole of the Isle of Dawn” by James Mishler; but I
southern Meridiona, is near to the tropic and invented here the particular groups
therefore quite warm for all the year, among described above.
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FURMENGLAIVE
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References:
204
by
Francesco Defferrari (Sturm)
Ancient, haunting fairy song. The text below repeats the original
description of this level in issue 1 of
Threshold Magazine (Mirror of Eternal Night
article). Read on to discover more on this
level of Koskatep!
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The secrets: Even though fairy folk were The Dragon wars: When, after the
driven away from the city so many years ago, Immortals betrayed and killed the Great
they have always maintained a hidden Mother, the Dragons waged war against the
magical gate in a small, unassuming room. Immortals and were defeated, losing their
Now sidhe lords from across the Known immortality. Fairies, allied with the dragons,
World, Oberon’s court, and storm giants are were also exiled from the immortal realms.
gathering their strength to reconquer
Krystallac. Unknown to the Darkers, at the Ixion and Elienor: When Elienor the Fairy
time of Grondheim, sidhe priests discovered Queen of Summer fell in love with the
that the Starlake could indeed be used to Immortal, Ixion, and they had a daughter
open a permanent gate to any other plane, who was called Ashira.
and the fairies would like to open one to the
Dreamlands. Yet, as the Starlake is defiled, Ashira’s Dream: When Ashira created the
the gate would now open to the Unseelie Dream of Fire, a powerful artifact that could
court, unless it is first purified. change past history. Her father Ixion
imprisoned her for this. Elienor led a war
Before the Darkers arrive, this level is empty, against her former lover, but the fairies were
and afterwards it still is, even though the defeated.
Darkers are slowly exploring it, hoping to
find some lost fairy folk artifact. Carnifex wars: When Carnifex and the
Outer Beings almost destroyed the
1 G ro nd he im is m o s tl y a c re a tio n o f J o hn Immortals, and some fairies decided to help
Ca l vin (a k a Chim pm a n) a nd m o re d e ta il s c a n
b e fo und a t this l ink o n the Va ul ts o f them to save the worlds2. Thus it was that
Pa nd ius , a nd m o s tl y in the G ro nd he im a nd the rift was created between the Unseelie
the Court of Elienor and the Seelie Court of
G ro nd he im 2 3 0 0 B C thre a d s o n The Pia z z a Morganna.
fo rum . M a ny id e a s in this a rtic l e a l s o c o m e
fro m R o b J N (a k a R o b e rt N uttm a n, j r) o n
Tho rn’ s Chro nic l e s a nd Tho rn’ s M ys ta ra , Blackmoor: When Morganna fell in love
a b o ut whic h m o re d e ta il s c a n b e fo und in with Uther, King of Blackmoor, but later the
“ Tho rn' s Chro nic l e ” a nd “ Tho rn' s M ys ta ra ”
in the Va ul ts o f Pa nd ius , o r in R o b e rt 2 B y “ Wo rl d s ” he re I m e a n M ys ta ra ' s Prim e
N uttm a n’ b l o g. M y pe rs o na l ta k e a nd pl a ne a nd a d j a c e nt o the r pl a ne s , s e e fo r
inte rpre ta tio n o n fa e rie s a nd G ro nd he im e xa m pl e this a rtic l e b y R ipva nwo rm e r o n
c o ul d we l l b e d iffe re nt fro m the o rigina l “ M ys ta ra ’ s Co s m o l o gy” a t the Va ul ts o f
inte ntio ns o f b o th J o hn a nd R o b e rt. Pa nd ius
206
fairies of both courts had to fight the and Intua, lizardmen and troglodytes,
encroachment of the technomagic empire. escaped from the Mogreth, occupy Krystallac
and keep it for a hundred years. As the
2504 BC: The Inti, led by the church of lizardmen cannot locate all the portals left by
Ixion, occupy the ruins and rebuild the city the fairies in Level 9, they try to seal it
of Koskatepetl. completely.
2080 BC: In a time of crisis in Grondheim 1777 BC: To prevent Kosmoteiros from
due to the Troll Queen’s malady Taymora falling into the hands of Thanatos, the priests
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of Nyx destroy the city with a terrible 912 BC: The dwarves are finally defeated by
earthquake. Thousands die and the place is the gnolls, who build their own city over the
abandoned for many years as seismic activity ruins. Shamans of Ranivorus and Thanatos
increases in the area. The Starlake waters begin to study the Starlake.
from Level 7 spill into the Crystal Lake of
Level 9, changing its properties. Agents of 841 BC: Followers of Nyx, aided by ogres
Oberon and Mabel also arrive in Krystallac. and giants, attack Koskatep but are unable to
conquer it from the gnolls. Yet they succeed
1664 BC: After the destruction of Taymora in killing the most powerful shamans of
fairies of the Unseelie court, former exiles of Thanatos and burning their notes.
Krystallac, take possession of the place and
try to use the Starlake, but do not discover 603 BC: The ogre king Kulfan conquers
Ashira’s burial and are not able to reach Koskatep in the name of Nyx and ogres rule
Elienor until much later. The dark fairies of over the area for centuries. Human priests of
Kundrak try to reach Krystallac but the agents the Lady of the Night live in the city along
of the three Seelie Courts ally against them. with them.
A long negotiation begins, but is cut short by
Lord Keiros’ coming. 95 AC: The Darkers almost complete the
ritual to use the Starlake and bring forth the
1597 BC: Lord Keiros, a Tal nosferatu and Eternal Night, but are stopped at the last
follower of Nyx, conquers Koskatep from the moment by priests of Ixion, who drive out
dark fairies. Vampiric followers of Thanatos the ogres and occupy Koskatep for years.
attack several times but are defeated. Elienor returns to Krystallac, and the Lord of
Leaves pledges his fealty to her. She learns
1412 BC: Hutaakans conquer the site for about the existence of her daughter’s tomb
Ixion and Pflarr, a seriously wounded Lord and tries to conquer Koskatep, but she and
Keiros is forced to hide, and his followers are her agents are repelled by the priests of
exterminated. Ixion, who also occupy Level 9, hindering the
work of the faerie agents or stopping it
1021 BC: Orcs sack Koskatep, some completely.
hutaakan priests survive hiding in the lower
levels, and will become more guardians for 227 AC: The priests of Ixion have repelled
the hidden temple of Ixion. The fairy agents several attempts by ogres, giants and
let the hutaakans pass, Haput is recruited by followers of Nyx trying to reclaim the ruins,
Oberon’s faction. but are destroyed at last by a very powerful
and ancient vampire sent by Thanatos, The
954 BC: After several battles a dwarven army Last One, called by Elienor. Some priests of
defeats the orcs and conquers Koskatep, but Ixion escape to the lowest level and become
are soon in constant warfare with the gnolls defenders of the inner temple. In the
that rule over the region. following centuries ogres, giants, followers of
Nyx and even adventurers sent by Ixion try to
reclaim Koskatep, but The Last One destroys
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them all. The Last One sends Akrash’s The Random Critters table of level 2B (in
minions from Level 8 to conquer Krystallac, issue 3 of Threshold magazine) and the
but the Seelie Courts ally to stop them. The Wandering Parties table may apply here if
Dark Fairies of Elienor try too, but are the DM so wishes. In this case there is a 1%
likewise repelled. Rarely, some human chance in each room that a Wandering Party
adventurers reach this far, and are kidnapped will be encountered.
by the fairies or sent back against Akrash and The Followers of The Last One encounter
the Last One, to their doom. table of level 1 (in issue 2 of Threshold
magazine, page 122), can also still be used
912 AC: Traladaran freedom fighters hide in here if the DM so wishes. One such follower
the ruins for some time, but are destroyed by could try to join the PCs to explore this level,
the Thyatian army. The Thyatians soon leave with the final purpose of bringing them in
the place. the presence of The Last One himself (in
Level 7). After the Darkers take control (see
998 AC (or later if the DM prefers): Lady issue 1) any Follower of The Last One will
Sonya, the Grand Daughter of the Night, a obviously keep a much lower profile and
powerful priestess of Nyx, and her followers, maybe even aid the party against the Darkers
are able to defeat The Last One and reclaim to use them or lead them to their deaths.
Koskatep. Elienor on Level 6 is now growing
impatient with The Last One’s apparent Spells that provide magical transportation,
inability to reach Level 13, while secretly on such as teleport, passwall, dimensional door,
Level 9 agents of Titania, Oberon, Mabel, magic door, travel, gate and spells such as
Morganna and the Troll Queen are waiting clairvoyance and find the path do not work
for the right chance to take control of the on this level as on Levels 5-8 due to powerful
Crystal Lake. Elienor also tries to turn some wards placed by The Last One and others
of their agents to her cause, and sends parley before him. The DM could decide to apply
offers to her rivals. the same rule to the levels above the 5th, at
least from Level 2 and below, particularly if
1031 AC: The next alignment. On this date the PCs are of a high level.
the Starlake could be used to bring forth The In addition, every faerie being secretly
Eternal Night. surveilling this level will immediately
perceive any spell cast here and will likely try
to invisibly follow the PCs to discern their
motivations. The behaviour of these agents
will be described in each individual area.
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The map and the inhabitants of This level is completely empty and
this Level apparently has no living (or dead)
inhabitants. This is because the inhabitants of
this level are not physically here, but are
The area in dark grey on the map is solid
instead in the Dreamlands (or Annwyn in the
stone, very difficult to dig, even though it
Nightmare Dimension) the homes of the
may contain small tunnels dug by critters and
fairies of the Seelie and Unseelie Courts
wandering monsters. The area in light grey is
respectively.
partially clear, but full of rubble, rocks and
collapsed structures which cannot be
recognized anymore. The DM could decide that the PCs will be
able to cross this level without encountering
anyone, or, through this level, the PCs will be
The black “scar” in the middle of the map is
able to travel to the Seven Worlds.
the Chasm opened by the Kosmoteiros
earthquake of 1777 BC, which goes all the
way down to Level 12.
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2 - The Mound
2 - There are giant sized pieces of
This is just a round wall of green crystal, apparently armor, weapons, furniture and food
less massive than the one of the Temple in Area 7, inside the Mound, but PCs will
yet likewise unclimbable. There is no apparent probably be able to access it only
access to the inside. with the aid of Vuram, and he will
This area was inhabited by cloud and storm giants not let them take anything away.
at the height of Krystallac. Vuram, a cloud giant
envoy from the Altan Tepes mountains, and ally of
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213
4 N ixie s a re d e ta il e d in PC3 T h e Se a P e o p le
5 F a e rie s a ppe a r in the R ul e s Cyc l o pe d ia ; s e e a l s o
“ F a e rie S ub type a nd F a e rie ” a t the Va ul ts o f
Pa nd ius
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215
216
217
218
o r “ B o g Im p” a t the Va ul ts
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6 - The Chasm, and entrance to the Temple 6 - There is the Dark Waterfall
coming down from above. As the
The Chasm opened by the earthquake of 1777 BC walls of the chasm are wet, it is
has destroyed the former entrance to the Fairy extremely dangerous to try to reach
Temple which contains the Crystal Lake. Now the Level 10 and below going down
only safe way to enter is to fly over the Chasm, from here.
while climbing up and down or tying a rope could Touching the Dark Waterfall may
be quite dangerous as the water dripping from also cause random teleportation
Level 7 has random teleportation effects, see effects to Annwyn, particularly the
sidebar. areas where it borders the Carnifex
prison1.
The Darkers will eventually try to cover the Chasm
to have an easier access to the Temple and the
Crystal Lake. The fairy factions will not hinder
them, waiting for another good opportunity to
strike at them and at the other factions.
1 This id e a c o m e s fro m the Tho rn’ s
Chro nic l e b l o g b y R o b J N . F o r m o re
info rm a tio n a b o ut the Ca rnife x, s e e
7 - The Temple and the Crystal Lake “ Of the L o re a nd L e ge nd s o f Y ' ho g,
City o f the U nc l e a n One s , a nd o f
This area is now partially isolated from the rest of tha t R a c e ” a nd “ Ca rnife x” (b o th a t
the level by the Chasm, as explained in the the Va ul ts ). Annwyn is the
ho m e pl a ne o f the D a rk F a irie s , s e e
previous area, and the faerie factions constantly a l s o the pre vio us l e ve l o f Ko s k a te p
battle one another to have access to the Crystal in Thre s ho l d is s ue #8 a nd is s ue #9
Lake. This happens through pitched battle, laying a b o ut the D a rk Wa te rfa l l . The
traps or sending expendable minions (such as c ha nc e o f te l e po rta tio n c o ul d b e
human adventurers) against each other, or by ve ry l o w (o nl y 5 % o f the tim e s tha t
s o m e o ne to uc he s the wa te rs ), o r
simply trying to sneak here unnoticed by the other m uc h highe r, d e pe nd ing o n the
factions. There is a 5% chance each time that the D M ’ s pre fe re nc e .
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10 - The Cave, only safe way to Level 10 10 - There is a trap on the hatch left
by The Last One if someone tries to
Even if it is possible to reach Level 10 through the open it without saying “All praises to
Chasm, this cave is the only safe way to do so. The Thanatos Lord of Death”. The trap is
fairy agents and the Lord of Leaves know that the exceedingly powerful, sending a
Last One has awakened some mummies below, but meteor swarm against the intruders.
they did not care as their only interest is the Crystal A clue to its existence are the
Lake. Therefore the hatch opening into the spiral battered bones of some old
staircase going down is bolted. adventurers who somehow managed
to reach this far.
The Darkers will not immediately try to open Level
10, but should decide to do so eventually,
activating or disarming the trap. It is very likely,
however, that The Last One, hidden below on Level
10 and after his first defeat on Level 7, will strike
against them well before they decide to explore
below.
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